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Arabia

503544935Analyzed
2v2 RM · 3d ago on Sep 1, 2026· 41m 38s· 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
🇺🇸 Cumans · United States
1116
+14
🇺🇸 Italians · United States
1114
+14
🇻🇪 Jurchens · Venezuela
1151
-18
🇻🇪 Britons · Venezuela
999
-29
Player eAPM Actions Feudal Castle Imperial Opening
Jonas D'Arc Jurchens
81 3,373 8:52 20:54 ⚔ Scout Rush
Boooonne Sawwww Italians
45 1,866 9:36 24:14 ⚔ Archer Rush
30 1,253 12:35 25:14 ⚔ Scout Rush
RayAm2207 Britons
14 592 11:57 24:32 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,720 7,419 4,200 1,225 27,564 30,184
10,230 7,738 4,530 850 23,348 24,719
8,175 9,230 5,050 275 22,730 23,501
8,645 7,569 1,945 750 18,909 22,849
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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