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Arabia

510354027Analyzed
2v2 RM · 13h ago on Sep 30, 2026· 47m 39s· 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
🇫🇷 Magyars · France
803
+14
🇫🇷 Vietnamese · France
737
+18
🇹🇷 Lithuanians · Türkiye
789
-17
🇮🇹 Turks · Italy
740
-15
Player eAPM Actions Feudal Castle Imperial Opening
23 1,092 11:17 21:35 38:11 ⚔ Scout Rush
23 1,110 12:04 25:38 —
18 842 11:09 25:46 40:46 ⚔ Archer Rush
12 593 10:36 27:58 40:50 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,915 12,085 8,405 850 35,255 38,593
14,435 8,532 3,975 2,770 29,712 31,367
12,050 9,029 5,535 1,600 28,214 32,691
11,970 7,985 3,640 2,265 25,860 30,065
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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