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Arabia

503365147Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 49m 3s· 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
🇬🇧 Japanese · United Kingdom
1131
+13
1115
+14
🇦🇺 Vietnamese · Australia
1109
-15
🇦🇺 Mongols · Australia
1024
-12
Player eAPM Actions Feudal Castle Imperial Opening
69 3,362 10:07 22:33 38:57 ⚔ Archer Rush
63 3,082 9:40 18:59 48:33 ⚔ Scout Rush
28 1,350 11:03 21:44 39:57 ⚔ Archer Rush
20 993 10:59 15:49 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,075 17,432 16,895 950 60,352 69,774
16,730 15,515 6,205 5,725 44,175 51,937
16,615 16,430 4,510 1,095 38,650 41,181
8,880 11,531 7,890 2,700 31,001 34,808
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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