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Arabia

503401521Analyzed
2v2 RM · 2mo ago on Aug 31, 2026· 49m 30s· 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
🇮🇳 Britons · India
1048
+16
🇴🇲 Mongols · Oman
1027
+17
vs
🇨🇳 Burmese · China
1070
-18
🇨🇳 Koreans · China
1039
-16
Player eAPM Actions Feudal Castle Imperial Opening
47 2,350 9:15 27:46 — ⚔ Archer Rush
44 2,169 10:21 15:53 40:34 ⛏ Fast Castle
36 1,803 8:47 31:08 — ⚔ Archer Rush
30 1,474 8:59 25:27 39:09 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,900 15,395 7,395 3,550 41,240 42,953
13,455 7,915 5,840 2,150 29,360 32,086
5,725 9,569 8,970 950 25,214 30,429
9,095 8,101 1,605 2,400 21,201 21,688
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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