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Arabia

513568331Analyzed
2v2 RM · 6d ago on Oct 14, 2026· 46m 21s· 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
🇨🇳 Hindustanis · China
1023
+16
🇨🇳 Teutons · China
959
+18
vs
🇹🇷 Huns · Türkiye
1016
-17
🇫🇷 Gurjaras · France
1002
-17
Player eAPM Actions Feudal Castle Imperial Opening
30 1,409 10:43 14:52 32:37 ⛏ Fast Castle
29 1,364 10:27 22:13 38:07 ⛏ Fast Castle
18 856 12:00 19:20 34:47 ⛏ Fast Castle
15 673 11:19 22:50 34:32 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,725 10,104 10,135 3,300 48,264 50,440
17,510 10,695 10,030 3,125 41,360 49,004
18,335 11,510 8,920 1,715 40,480 45,676
17,580 7,018 8,095 2,430 35,123 43,250
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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