Arabia
504028186Analyzed1v1 RM
·
9h ago on Sep 3, 2026·
35m 27s·
2 players
Game mode
Random Map
Map size
Tiny (2 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
Replay analysis
| Player | eAPM | Actions | Feudal | Castle | Imperial | Opening |
|---|---|---|---|---|---|---|
| 38 | 1,363 | 11:08 | 22:36 | — | ⚔ M@A into Scouts | |
| 19 | 672 | 11:14 | 19:14 | — | ⛏ Fast Castle |
Resources
| Player | Food | Wood | Gold | Stone | Spent | Collected |
|---|---|---|---|---|---|---|
| 9,500 | 5,770 | 5,090 | 750 | 21,110 | 24,395 | |
| 9,955 | 6,692 | 2,220 | 200 | 19,067 | 22,837 |
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, the same way the game's own statistics screen counts it: 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.