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Arabia

507812734Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 27m 6s· 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
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1734
+11
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1563
+17
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1556
+18
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1308
+27
🇺🇸 Slavs · United States
1639
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🇳🇱 Burgundians · Netherlands
1599
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🇩🇪 Inca · Germany
1573
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🇺🇸 Chinese · United States
1561
-17
Player eAPM Actions Feudal Castle Imperial Opening
79 2,136 9:15 25:58 — ⚔ Archer Rush
72 1,953 9:02 — — ⚔ Archers into Skirms
59 1,600 8:37 22:40 — ⚔ Scout Rush
53 1,450 9:29 — — ⚔ Scout Rush
49 1,331 8:51 21:38 — ⚔ Scout Rush
49 1,320 9:22 24:45 — ⚔ M@A into Archers
48 1,308 8:57 — — ⚔ Archer Rush
41 1,105 10:31 15:44 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,290 4,025 2,125 100 14,540 14,502
7,720 4,820 1,670 225 14,435 14,480
4,725 6,081 2,425 0 13,231 14,268
5,635 5,491 1,685 300 13,111 13,331
7,260 4,394 250 0 11,904 13,423
5,125 4,487 2,130 125 11,867 12,468
5,135 4,470 2,100 5 11,710 12,518
3,375 3,814 2,080 125 9,394 10,109
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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