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Arabia

503678342Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 8m 38s· 8 players
Game mode
Random Map
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇹🇼 Persians · Taiwan
1542
+9
🇹🇼 Franks · Taiwan
1451
+13
🇹🇼 Tupi · Taiwan
1338
+18
🇹🇼 Ethiopians · Taiwan
1287
+52
🇫🇷 Vietnamese · France
1403
-16
🇹🇷 Franks · Türkiye
1397
-16
🇩🇪 Portuguese · Germany
1380
-15
🇩🇪 Ethiopians · Germany
1380
-15
Player eAPM Actions Feudal Castle Imperial Opening
62 532 — — —
58 502 — — —
52 451 — — —
45 388 — — —
45 389 — — —
42 364 — — —
40 345 — — —
26 229 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,650 580 50 0 2,280 1,998
1,700 503 50 0 2,253 2,729
1,600 425 50 0 2,075 2,014
1,450 500 50 0 2,000 2,098
1,350 450 50 0 1,850 2,064
1,350 480 0 0 1,830 2,010
1,200 478 125 10 1,813 1,813
1,200 356 0 0 1,556 1,815
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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