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Arabia

508062621Analyzed
4v4 RM · 13d ago on Sep 20, 2026· 52m 0s· 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
38 1,984 10:59 19:23 37:56 ⚔ Archer Rush
32 1,649 11:38 38:35 —
28 1,437 11:41 17:29 37:42 ⛏ Fast Castle
27 1,392 10:35 16:20 33:51 ⛏ Fast Castle
23 1,174 9:51 22:55 39:31 ⚔ Archer Rush
23 1,216 12:07 16:35 35:56 ⛏ Fast Castle
22 1,163 10:30 22:29 39:04 ⚔ Archer Rush
18 928 10:26 19:02 36:19 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,610 8,626 16,145 980 48,361 60,988
18,285 18,368 9,310 2,350 48,313 64,552
19,760 10,647 13,670 3,100 47,177 50,346
16,485 11,065 12,545 2,925 43,020 49,314
19,115 12,283 4,655 4,525 40,578 43,208
14,160 6,435 8,615 2,270 31,480 33,160
9,815 9,982 3,720 3,000 26,517 30,298
4,650 3,547 520 480 9,197 11,765
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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