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Arabia

503466513Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 51m 18s· 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
🇨🇦 Magyars · Canada
1108
+15
🇫🇷 Franks · France
1054
+17
🇬🇧 Franks · United Kingdom
1164
-20
🇫🇷 Vietnamese · France
990
-12
Player eAPM Actions Feudal Castle Imperial Opening
37 1,915 9:54 20:34 38:16 ⚔ Scouts into Archers
33 1,671 10:23 17:43 41:00
28 1,458 10:17 17:14 37:03
27 1,381 10:39 22:00 34:46 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
31,040 12,502 14,295 2,925 60,762 63,412
23,255 12,364 15,540 2,350 53,509 60,660
13,185 13,594 10,610 2,150 39,539 44,618
16,370 11,130 5,985 3,450 36,935 40,190
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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