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Arabia

503230499Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 77m 58s· 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 · United States
759
+15
🇩🇪 Franks · Germany
701
+17
🇧🇷 Slavs · Brazil
735
-16
🇧🇷 Vikings · Brazil
723
-16
Player eAPM Actions Feudal Castle Imperial Opening
27 2,073 12:04 25:40 37:11 ⚔ Archer Rush
24 1,866 9:40 26:12 41:05 ⚔ Scout Rush
20 1,557 11:59 22:36 46:15 ⚔ Skirmisher Rush
16 1,241 14:57 36:03 48:56 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
41,920 19,083 27,800 3,480 92,283 104,677
34,735 29,358 22,970 3,800 90,863 107,690
45,000 23,334 18,485 1,375 88,194 89,897
33,840 21,805 21,720 3,155 80,520 89,536
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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