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Arabia

510284391Analyzed
4v4 RM · 13h ago on Sep 30, 2026· 5m 23s· 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
🇬🇧 Chinese · United Kingdom
1250
+17
🇦🇷 Gurjaras · Argentina
1246
+17
🇹🇷 Ethiopians · Türkiye
1218
+19
🇫🇮 Georgians · Finland
1218
+18
🇻🇳 Britons · Vietnam
1341
-20
🇻🇳 Poles · Vietnam
1274
-18
🇨🇳 Franks · China
1247
-17
🇨🇳 Spanish · China
1231
-16
Player eAPM Actions Feudal Castle Imperial Opening
76 410 — — —
69 369 — — —
49 264 — — —
48 261 — — —
45 245 — — —
44 236 — — —
34 183 — — —
1 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,600 250 0 0 1,850 1,649
1,150 150 50 0 1,350 1,157
1,200 125 0 0 1,325 1,413
900 125 0 0 1,025 1,059
550 225 0 0 775 763
600 125 0 0 725 975
620 105 0 0 725 689
0 0 0 0 0 0
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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