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Arabia

507642300Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 49m 28s· 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
40 1,974 9:34 21:55 36:46 ⚔ Archer Rush
38 1,878 9:52 23:49 35:41 ⚔ Scout Rush
36 1,768 10:13 20:42 33:46 ⚔ Archer Rush
28 1,377 11:22 15:33 40:17 ⛏ Fast Castle
27 1,333 8:45 19:26 34:44 ⛏ Fast Castle
24 1,170 10:27 17:46 37:40
21 1,039 11:56 22:18 38:31 ⛏ Fast Castle
12 612 11:34 19:18 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,615 14,880 11,215 3,140 49,850 54,868
20,185 12,147 9,885 2,250 44,467 51,031
17,050 17,420 7,420 1,175 43,065 60,732
20,145 13,340 6,910 695 41,090 54,840
16,215 9,443 9,295 2,900 37,853 52,028
14,010 9,958 5,695 2,550 32,213 37,878
10,210 8,062 3,835 1,615 23,722 28,104
9,105 8,969 2,390 1,050 21,514 31,023
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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