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Arabia

504150751Analyzed
2v2 RM · 3h ago on Sep 4, 2026· 50m 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
🇺🇸 Japanese · United States
1223
+19
🇺🇸 Gurjaras · United States
1170
+19
🇦🇺 Ethiopians · Australia
1259
-19
🇺🇸 Byzantines · United States
1226
-17
Player eAPM Actions Feudal Castle Imperial Opening
lethe711 Ethiopians
53 2,709 9:47 24:26 42:18 ⚔ Archers into Scouts
Jazzmas Gurjaras
41 2,084 10:17 22:35 38:37 ⚔ Skirmisher Rush
Man_Of__Fish Japanese
38 1,934 10:33 22:22 44:52 ⚔ M@A Rush
Chirp Byzantines
37 1,889 9:47 20:54 43:39 ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
20,365 14,493 7,660 1,960 44,478 51,746
18,400 13,494 8,990 2,150 43,034 46,517
16,350 13,613 10,985 1,500 42,448 53,156
14,095 15,755 10,625 755 41,230 43,536
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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