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Arabia

503290039Analyzed
2v2 RM · 4d ago on Aug 31, 2026· 42m 11s· 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
🇲🇽 Maya · Mexico
592
+20
🇲🇽 Persians · Mexico
584
+20
🇵🇪 Romans · Peru
678
-20
🇵🇪 Burgundians · Peru
676
-20
Player eAPM Actions Feudal Castle Imperial Opening
crazy84aac Persians
34 1,438 11:06 26:17 ⚔ Scout Rush
AIOROS Maya
23 958 10:53 20:45 40:01 ⚔ Archer Rush
19 810 13:17 29:09 35:40 ⛏ Fast Castle
richardbiolo Burgundians
19 810 11:42 23:26 38:17 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,430 6,760 5,275 1,125 26,590 27,808
11,440 7,210 3,320 950 22,920 31,204
8,140 8,105 4,195 1,195 21,635 23,744
8,825 8,353 2,345 2,085 21,608 25,870
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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