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Arabia

512089822Analyzed
2v2 RM · 11d ago on Oct 8, 2026· 83m 20s· 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
🇨🇱 Armenians · Chile
779
+15
🇨🇱 Cumans · Chile
739
+18
vs
🇦🇷 Saxons · Argentina
772
-17
🇦🇷 Inca · Argentina
747
-16
Player eAPM Actions Feudal Castle Imperial Opening
24 2,027 11:50 24:33 44:32 ⛏ Fast Castle
20 1,643 9:53 16:49 36:46 ⛏ Fast Castle
17 1,411 13:14 32:36 41:26
13 1,109 12:05 17:49 37:15 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
39,235 43,560 20,075 5,575 108,445 122,428
25,775 36,765 24,455 4,215 91,210 110,217
41,420 24,096 11,675 1,985 79,176 91,363
31,105 14,900 18,210 4,005 68,220 106,563
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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