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Arabia

503113463Analyzed
2v2 RM · 11d ago on Aug 30, 2026· 41m 14s· 4 players
Game mode
Random Map
Map size
Medium (4 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
🇻🇳 Mapuche · Vietnam
1442
+12
🇻🇳 Koreans · Vietnam
1410
+13
🇧🇪 Vietnamese · Belgium
1371
-13
🇫🇷 Berbers · France
1329
-12
Player eAPM Actions Feudal Castle Imperial Opening
52 2,147 10:03 17:43 37:51 ⛏ Fast Castle
50 2,058 9:06 25:25 ⚔ Archer Rush
48 1,978 8:50 24:13 40:18 ⚔ Scout Rush
33 1,368 9:52 21:05 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,325 12,112 6,975 1,700 35,112 39,004
13,495 6,994 7,270 125 27,884 30,922
9,110 9,813 7,170 1,600 27,693 32,333
11,195 8,509 5,360 100 25,164 27,983
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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