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Arabia

510119889Analyzed
2v2 RM · 2d ago on Sep 29, 2026· 84m 26s· 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
🇨🇳 Goths · China
1139
+14
🇳🇮 Teutons · Nicaragua
1113
+15
1157
-18
🇮🇱 Franks · Israel
1014
-11
Player eAPM Actions Feudal Castle Imperial Opening
50 4,247 9:16 21:03 37:22 ⚔ M@A into Archers
40 3,391 13:08 23:00 40:08 ⚔ Scout Rush
27 2,320 10:17 25:50 48:39 ⚔ M@A into Scouts
24 2,015 10:17 24:06 62:46 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
111,675 40,916 43,250 5,550 201,391 227,945
69,600 43,681 20,350 4,945 138,576 154,842
36,925 32,934 16,875 2,000 88,734 94,579
51,140 17,797 8,895 1,790 79,622 81,276
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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