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Arabia

503672740Analyzed
2v2 RM · 7d ago on Sep 1, 2026· 62m 45s· 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 · Australia
564
+15
🇮🇳 Huns · India
511
+23
🇵🇪 Berbers · Peru
564
-17
🇬🇧 Poles · United Kingdom
542
-16
Player eAPM Actions Feudal Castle Imperial Opening
20 1,240 10:50 23:36 34:38 ⛏ Fast Castle
20 1,239 9:37 21:15 38:46 ⛏ Fast Castle
16 1,002 13:23 30:06 43:14 ⛏ Fast Castle
10 657 12:09 26:32 36:42 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
36,325 36,461 17,260 3,840 93,886 127,735
29,940 15,535 8,380 3,330 57,185 66,058
19,290 13,305 14,015 2,250 48,860 64,414
13,655 14,585 7,685 1,550 37,475 41,607
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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