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Arabia

509525236Analyzed
2v2 RM · 5d ago on Sep 27, 2026· 42m 42s· 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
🇨🇳 Koreans · China
1465
+8
1211
+18
🇭🇰 Britons · Hong Kong SAR China
1295
-14
🇲🇽 Magyars · Mexico
1253
-12
Player eAPM Actions Feudal Castle Imperial Opening
51 2,189 9:03 23:20 36:40 ⚔ Archer Rush
47 2,004 9:42 20:25 31:10 ⚔ Archer Rush
45 1,916 11:39 19:36 —
30 1,268 9:52 20:12 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,850 8,528 14,395 1,050 45,823 48,294
10,360 13,943 13,585 2,285 40,173 42,652
11,360 11,798 7,185 1,900 32,243 36,517
8,845 7,556 1,905 1,625 19,931 21,523
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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