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Arabia

505556807Analyzed
2v2 RM · 22d ago on Sep 10, 2026· 22m 11s· 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
🇺🇸 Ethiopians · United States
1272
+13
🇲🇽 Spanish · Mexico
1239
+15
🇺🇸 Franks · United States
1278
-16
🇺🇸 Britons · United States
1153
-12
Player eAPM Actions Feudal Castle Imperial Opening
38 842 10:57 — — ⚔ Archers into Skirms
37 823 10:30 15:22 — ⛏ Fast Castle
35 766 8:58 20:34 — ⚔ Scout Rush
32 704 9:19 21:52 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,080 2,641 590 750 8,061 8,772
2,830 3,686 1,405 125 8,046 8,350
4,230 2,633 475 250 7,588 8,421
3,225 3,200 975 125 7,525 8,826
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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