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Arabia

503173658Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 56m 57s· 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
🇧🇷 Persians · Brazil
751
+16
🇧🇷 Khmer · Brazil
736
+17
🇧🇷 Huns · Brazil
763
-42
🇵🇹 Persians · Portugal
750
-39
Player eAPM Actions Feudal Castle Imperial Opening
32 1,837 11:13 23:19 41:17 ⚔ Scout Rush
24 1,339 10:02 28:55 52:23 ⚔ Scout Rush
23 1,289 11:17 29:01 36:49
15 850 11:21 35:24 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,045 19,643 15,325 895 50,908 55,031
23,635 14,751 10,105 1,875 50,366 69,440
14,645 13,263 14,565 2,150 44,623 60,640
13,580 7,265 5,570 1,400 27,815 30,017
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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