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Arabia

508421680Analyzed
2v2 RM · 2mo ago on Sep 22, 2026· 39m 22s· 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
🇨🇳 Shu · China
986
+13
🇨🇳 Khmer · China
877
+17
vs
🇨🇳 Huns · China
908
-15
🇨🇳 Huns · China
904
-15
Player eAPM Actions Feudal Castle Imperial Opening
87 3,422 9:02 25:32 — ⚔ Scouts into Skirms
58 2,297 9:38 18:57 31:40 ⚔ FC into Archers
35 1,362 11:22 — — ⚔ Scout Rush
26 1,032 12:15 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,250 8,192 3,840 750 26,032 29,732
11,520 6,330 3,855 125 21,830 22,173
4,265 5,813 190 375 10,643 12,008
3,235 2,127 90 315 5,767 5,829
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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