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Arabia

503201618Analyzed
2v2 RM · 1d ago on Aug 30, 2026· 32m 50s· 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
🇦🇷 Franks · Argentina
653
+18
🇦🇷 Japanese · Argentina
653
+18
🇻🇪 Franks · Venezuela
901
-50
🇺🇸 Khmer · United States
507
-10
Player eAPM Actions Feudal Castle Imperial Opening
ignguille Franks
19 620 11:43 26:01 ⚔ Scout Rush
ELCIRUHAHA Japanese
7 239 10:42 31:51
Chaos Lord Khmer
7 228 11:23 22:34 ⛏ Fast Castle
6 198 13:02 25:43 ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
8,240 4,438 1,720 0 14,398 18,889
5,165 3,461 850 125 9,601 10,790
5,485 2,760 450 125 8,820 9,458
4,620 2,980 480 0 8,080 9,653
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, with civ discounts not modelled. Collected adds what was still banked at the end: 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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