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Arabia

509361287Analyzed
4v4 RM · 7d ago on Sep 26, 2026· 28m 29s· 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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Player eAPM Actions Feudal Castle Imperial Opening
68 1,942 8:56 23:01 — ⚔ Archer Rush
57 1,614 8:55 21:41 — ⚔ Archer Rush
57 1,631 9:40 23:26 — ⚔ Scout Rush
55 1,570 9:19 25:20 — ⚔ M@A into Skirms
45 1,286 8:52 20:14 — ⚔ Scout Rush
45 1,271 8:40 21:47 — ⚔ Scout Rush
43 1,229 9:14 21:28 — ⚔ Scout Rush
38 1,094 9:56 25:14 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,890 4,257 2,275 200 15,622 16,437
5,425 6,602 2,990 200 15,217 15,131
5,300 6,246 3,420 100 15,066 15,791
7,995 4,171 1,970 100 14,236 14,416
7,235 4,108 1,775 115 13,233 13,486
6,460 5,002 1,250 325 13,037 13,563
5,245 4,974 1,190 120 11,529 11,272
4,825 4,234 1,895 225 11,179 12,570
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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