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Arabia

511062407Analyzed
2v2 RM · 3h ago on Oct 3, 2026· 31m 29s· 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
🇪🇸 Malay · Spain
951
+15
🇹🇼 Britons · Taiwan
859
+18
🇪🇸 Byzantines · Spain
933
-17
🇦🇷 Spanish · Argentina
903
-16
Player eAPM Actions Feudal Castle Imperial Opening
26 823 10:40 27:06 — ⚔ Skirmisher Rush
26 805 10:32 16:26 — ⚔ Archer Rush
24 766 8:41 17:19 — ⚔ Archer Rush
16 504 12:17 16:11 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,325 5,355 2,140 2,160 15,980 17,060
5,710 4,525 1,005 705 11,945 13,347
4,100 4,649 2,260 100 11,109 13,388
4,450 4,048 300 485 9,283 10,016
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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