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Arabia

503352398Analyzed
2v2 RM · 10d ago on Aug 31, 2026· 60m 4s· 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
🇧🇷 Malians · Brazil
626
+12
🇹🇷 Khmer · Türkiye
546
+15
🇹🇼 Huns · Taiwan
564
-15
🇹🇼 Wei · Taiwan
507
-12
Player eAPM Actions Feudal Castle Imperial Opening
41 2,445 11:34 23:06 46:14 ⚔ Scout Rush
22 1,336 10:43 20:14 40:33 ⛏ Fast Castle
21 1,263 12:01 28:30 41:23 ⛏ Fast Castle
13 766 11:26 23:08 40:34 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,030 10,350 13,020 1,655 50,055 52,649
19,315 14,500 7,980 3,275 45,070 55,954
19,310 9,859 12,890 2,700 44,759 60,761
17,305 6,114 5,085 3,500 32,004 41,396
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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