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Arabia

511443365Analyzed
4v4 RM · 13d ago on Oct 5, 2026· 27m 44s· 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
63 1,743 10:04 24:09 — ⚔ Archer Rush
61 1,683 9:37 23:17 — ⚔ Archer Rush
47 1,295 10:56 26:48 — ⚔ Scout Rush
42 1,152 8:24 24:50 — ⚔ Scout Rush
38 1,044 10:05 24:39 — ⚔ Scout Rush
35 966 11:05 26:13 — ⛏ Fast Castle
26 725 8:58 22:47 — ⚔ Scout Rush
25 700 13:03 26:15 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,525 5,738 3,195 100 14,558 15,141
7,815 3,971 1,500 0 13,286 13,956
4,850 5,459 2,540 125 12,974 13,377
7,440 3,650 1,325 0 12,415 14,024
6,425 4,414 350 1,000 12,189 14,762
6,295 4,211 1,365 100 11,971 12,555
5,860 4,430 300 440 11,030 11,452
4,785 3,735 315 225 9,060 9,489
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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