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Arabia

503196845Analyzed
2v2 RM · 5d ago on Aug 30, 2026· 58m 17s· 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 · Argentina
681
+7
🇮🇪 Portuguese · Ireland
637
+8
🇲🇽 Goths · Mexico
447
-7
🇲🇽 Cumans · Mexico
444
-7
Player eAPM Actions Feudal Castle Imperial Opening
JULLS Cumans
35 2,012 11:28 29:52 ⚔ Scout Rush
PIJAGORDA Goths
34 2,000 12:28 33:39 ⚔ Skirmisher Rush
26 1,488 9:33 20:49 39:54 ⚔ Archer Rush
jkennedy962 Portuguese
10 566 10:41 23:46 40:06 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,985 21,362 16,215 2,240 55,802 62,716
17,680 11,085 9,520 2,115 40,400 48,215
17,940 7,706 5,020 650 31,316 33,406
13,230 8,567 4,365 950 27,112 35,370
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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