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Arabia

503194779Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 28m 43s· 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
🇵🇱 Chinese · Poland
797
+13
🇵🇱 Persians · Poland
782
+14
🇧🇷 Vietnamese · Brazil
749
-14
🇧🇷 Aztecs · Brazil
735
-14
Player eAPM Actions Feudal Castle Imperial Opening
22 619 10:36 27:03 ⚔ Archer Rush
22 622 11:51 22:08 ⚔ Scout Rush
17 492 9:18 18:33 ⛏ Fast Castle
15 434 13:10 18:48 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,600 4,230 1,025 1,545 13,400 13,340
4,980 4,691 1,470 200 11,341 13,623
5,470 3,036 2,095 225 10,826 10,887
4,850 3,836 300 200 9,186 12,160
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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