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Arabia

503133206Analyzed
2v2 RM · 5d ago on Aug 30, 2026· 48m 44s· 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
🇨🇳 Franks · China
1317
+15
🇫🇷 Goths · France
1297
+16
🇦🇺 Magyars · Australia
1298
-16
🇦🇺 Mongols · Australia
1284
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 2,057 9:26 22:28 40:14 ⚔ Scout Rush
arthur Goths
34 1,655 14:02 23:18 37:23 ⚔ Drush into Scouts
Gravity Cat Magyars
27 1,308 9:35 21:00 40:42
Bottesinibro Mongols
23 1,130 9:59 22:09 42:47 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,605 13,717 13,960 1,900 57,182 62,204
27,705 17,101 9,290 2,925 57,021 65,271
16,325 15,312 15,720 1,600 48,957 55,986
18,190 11,199 8,410 1,790 39,589 42,759
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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