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Arabia

503199745Analyzed
2v2 RM · 2mo ago on Aug 30, 2026· 73m 2s· 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
🇨🇿 Japanese · Czechia
793
+13
🇲🇹 Magyars · Malta
734
+16
vs
🇧🇷 Vietnamese · Brazil
735
-15
🇧🇷 Franks · Brazil
721
-14
Player eAPM Actions Feudal Castle Imperial Opening
25 1,816 9:21 26:47 43:42 ⚔ Archer Rush
25 1,840 12:37 20:47 39:28 ⛏ Fast Castle
23 1,671 11:18 25:47 53:56 ⚔ Scout Rush
20 1,496 12:04 23:14 60:01 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,680 31,163 24,515 4,460 83,818 120,503
26,315 19,825 16,060 4,435 66,635 78,091
20,485 20,665 13,190 2,485 56,825 63,314
16,670 14,339 11,065 2,125 44,199 49,017
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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