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Arabia

504142952Analyzed
2v2 RM · 4h ago on Sep 4, 2026· 35m 39s· 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 · United States
1189
+18
🇺🇸 Aztecs · United States
1137
+16
🇨🇴 Magyars · Colombia
1171
-16
🇨🇴 Britons · Colombia
1128
-14
Player eAPM Actions Feudal Castle Imperial Opening
Jazzmas Aztecs
48 1,696 9:25 24:17 ⚔ Skirms into Archers
jedm Britons
38 1,344 9:40 25:02 ⚔ M@A into Archers
Man_Of__Fish Berbers
35 1,264 10:01 23:29 ⚔ Scout Rush
mauropinzon Magyars
25 884 10:35 23:11 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,380 6,422 4,650 100 22,552 26,416
9,015 9,226 2,140 1,150 21,531 23,208
8,515 8,065 4,015 200 20,795 22,093
5,275 5,408 3,025 950 14,658 15,878
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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