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Arabia

503246434Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 66m 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
🇺🇸 Huns · United States
620
+15
🇷🇺 Inca · Russia
620
+15
🇩🇪 Franks · Germany
593
-19
🇩🇪 Romans · Germany
584
-17
Player eAPM Actions Feudal Castle Imperial Opening
27 1,834 16:49 36:42 51:45 ⚔ Archer Rush
12 814 15:19 22:17 38:42 ⛏ Fast Castle
11 711 15:27 25:21 33:15 ⚔ M@A FC
10 667 11:13 25:50 50:01 ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
35,140 21,114 18,695 3,550 78,499 91,972
26,495 9,680 17,585 1,400 55,160 73,379
18,160 12,657 5,550 2,785 39,152 54,727
11,735 9,370 5,535 2,425 29,065 29,560
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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