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Arabia

505076228Analyzed
4v4 RM · 24d ago on Sep 7, 2026· 72m 49s· 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
115 8,350 8:59 22:03 35:47 ⚔ Archer Rush
50 3,635 11:16 21:14 39:24 ⚔ Archer Rush
32 2,353 10:22 30:05 45:33 ⚔ Archer Rush
31 2,260 12:50 19:26 46:32 ⚔ Skirmisher Rush
31 2,249 10:37 21:26 38:03 ⛏ Fast Castle
21 1,551 12:27 17:11 31:58 ⛏ Fast Castle
20 1,480 10:13 18:28 39:01
14 998 13:07 17:40 34:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
43,350 30,420 33,560 3,220 110,550 123,564
33,545 34,445 26,695 3,620 98,305 123,142
37,275 24,686 17,115 2,185 81,261 102,572
40,210 17,489 14,450 2,250 74,399 77,487
24,130 26,815 16,980 2,450 70,375 86,856
18,115 30,068 7,505 2,775 58,463 63,344
25,630 15,393 8,800 2,250 52,073 56,370
11,155 7,471 3,160 2,075 23,861 28,141
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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