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Arabia

507024592Analyzed
2v2 RM · 17d ago on Sep 16, 2026· 46m 33s· 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
🇫🇷 Tatars · France
1065
+13
🇪🇸 Franks · Spain
985
+16
Player eAPM Actions Feudal Castle Imperial Opening
65 3,014 10:41 31:05 — ⚔ Archers into Skirms
56 2,597 9:51 19:30 — ⚔ Scouts into Skirms
32 1,485 11:22 18:47 — ⛏ Fast Castle
26 1,209 10:08 19:19 38:16 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
18,285 13,335 9,945 1,600 43,165 45,686
13,925 11,220 6,770 2,100 34,015 36,921
14,905 12,337 3,545 200 30,987 31,896
11,170 11,374 5,330 1,275 29,149 31,335
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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