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Arabia

503203044Analyzed
2v2 RM · 5d ago on Aug 30, 2026· 45m 7s· 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
🇩🇪 Khmer · Germany
880
+15
🇩🇪 Ethiopians · Germany
879
+15
🇪🇸 Bulgarians · Spain
865
-15
🇪🇸 Britons · Spain
847
-15
Player eAPM Actions Feudal Castle Imperial Opening
Smenix Khmer
25 1,144 9:09 22:36 ⚔ Scout Rush
Enarby Bulgarians
18 803 11:42 27:13 ⚔ Drush into Skirms
Kation Ethiopians
15 671 11:28 21:37 40:22 ⚔ Archer Rush
laura_sangue Britons
14 635 11:19 21:46 41:53 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
12,875 12,193 7,030 850 32,948 40,792
11,330 9,688 3,990 2,130 27,138 29,692
9,115 8,100 4,085 2,275 23,575 25,094
9,025 7,260 1,615 1,425 19,325 21,508
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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