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Arabia

509814329Analyzed
4v4 RM · 5d ago on Sep 28, 2026· 56m 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
74 4,184 9:11 22:08 55:42 ⚔ Scout Rush
45 2,537 9:41 23:04 48:27 ⚔ Archer Rush
43 2,425 9:21 31:04 49:29 ⚔ Archers into Skirms
40 2,269 10:40 23:07 45:01 ⚔ Archer Rush
39 2,223 9:49 22:53 42:42 ⚔ Scout Rush
36 2,070 9:42 32:26 47:29
35 2,003 10:26 22:29 56:35 ⚔ Scouts into Skirms
23 1,324 11:22 26:20 50:38 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,530 30,320 19,520 2,800 74,170 78,948
31,645 14,079 14,790 2,450 62,964 64,123
27,395 15,475 15,460 1,810 60,140 67,467
18,550 20,523 14,190 2,365 55,628 64,719
19,335 20,390 11,415 1,550 52,690 63,640
23,025 10,600 13,980 880 48,485 53,482
21,830 11,080 6,505 2,610 42,025 46,923
10,350 15,223 6,950 2,595 35,118 39,602
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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