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Arabia

503146737Analyzed
2v2 RM · 11d ago on Aug 30, 2026· 42m 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
🇩🇪 Britons · Germany
891
+16
🇹🇷 Huns · Türkiye
875
+16
🇵🇪 Franks · Peru
910
-17
🇬🇧 Franks · United Kingdom
855
-25
Player eAPM Actions Feudal Castle Imperial Opening
25 1,047 10:04 16:25 34:10 ⛏ Fast Castle
20 830 11:09 18:16 36:57 ⛏ Fast Castle
19 784 11:14 29:51 ⚔ Scout Rush
19 798 10:01 24:48 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,475 10,135 6,145 1,085 29,840 32,851
17,090 6,258 2,675 1,125 27,148 28,444
11,075 7,145 3,360 850 22,430 31,820
10,350 7,455 3,190 1,140 22,135 25,237
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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