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Arabia

503287314Analyzed
2v2 RM · 4d ago on Aug 31, 2026· 51m 43s· 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
🇺🇸 Poles · United States
765
+15
🇺🇸 Burgundians · United States
765
+15
🇦🇷 Portuguese · Argentina
742
-15
🇦🇷 Dravidians · Argentina
742
-15
Player eAPM Actions Feudal Castle Imperial Opening
CULISUELTO4 Dravidians
32 1,670 12:31 16:41 40:21 ⛏ Fast Castle
nimiboyd Burgundians
19 971 11:34 22:49 37:49 ⛏ Fast Castle
BABO Portuguese
16 829 12:36 17:29 33:22 ⛏ Fast Castle
Encore Poles
16 819 11:14 20:12 44:11 ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
21,110 9,977 13,190 2,440 46,717 51,215
19,300 11,746 12,390 1,815 45,251 48,069
15,100 7,340 5,005 1,600 29,045 34,772
10,820 10,359 6,635 1,050 28,864 32,032
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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