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Arabia

504079576Analyzed
2v2 RM · 2mo ago on Sep 3, 2026· 30m 3s· 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
🇨🇱 Hindustanis · Chile
1065
+13
🇨🇱 Tatars · Chile
992
+17
vs
🇩🇪 Vikings · Germany
1010
-15
🇩🇪 Lithuanians · Germany
1005
-15
Player eAPM Actions Feudal Castle Imperial Opening
59 1,787 10:10 24:18 — ⚔ Archers into Skirms
33 1,004 9:43 22:57 — ⚔ Scout Rush
32 964 9:10 21:00 — ⚔ Archer Rush
27 803 10:07 20:33 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,445 5,383 2,775 850 16,453 18,545
5,945 6,787 2,575 200 15,507 15,880
8,060 4,689 1,750 200 14,699 16,374
4,435 3,617 400 100 8,552 12,206
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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