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Arabia

506601662Analyzed
2v2 RM · 18d ago on Sep 14, 2026· 45m 6s· 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
🇨🇳 Khitans · China
1224
+20
🇨🇳 Ethiopians · China
1224
+20
1394
-23
🇩🇪 Huns · Germany
1244
-17
Player eAPM Actions Feudal Castle Imperial Opening
52 2,338 10:08 26:42 — ⚔ Scout Rush
48 2,149 10:46 19:35 — ⚔ FC into Archers
33 1,473 9:54 18:42 — ⛏ Fast Castle
25 1,125 8:43 20:47 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,525 8,860 5,755 200 37,340 40,362
13,355 13,100 4,885 1,720 33,060 35,092
7,250 11,997 8,670 350 28,267 28,933
6,815 3,624 1,850 175 12,464 13,087
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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