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Arabia

503530492Analyzed
2v2 RM · 3d ago on Sep 1, 2026· 58m 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
🇪🇨 Berbers · Ecuador
1332
+16
🇨🇳 Chinese · China
1301
+18
🇺🇸 Wei · United States
1413
-20
🇺🇸 Magyars · United States
1259
-13
Player eAPM Actions Feudal Castle Imperial Opening
100 5,813 10:29 20:38 39:30 ⚔ M@A into Scouts
42 2,438 9:29 24:57 44:09 ⚔ Archer Rush
josepozo16 Berbers
40 2,324 9:09 22:37 44:48 ⚔ Scout Rush
LuoSi_Fen Magyars
27 1,575 9:48 25:03 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
42,280 28,007 15,435 4,400 90,122 92,946
31,495 24,733 16,090 5,650 77,968 87,564
23,375 20,082 4,605 1,800 49,862 55,610
10,725 9,390 565 1,115 21,795 24,053
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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