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Arabia

511006939Analyzed
2v2 RM · 15d ago on Oct 3, 2026· 37m 2s· 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
🇨🇳 Franks · China
1492
+13
🇨🇳 Berbers · China
1436
+15
vs
🇫🇷 Ethiopians · France
1472
-16
🇫🇷 Varangians · France
1359
-12
Player eAPM Actions Feudal Castle Imperial Opening
57 2,128 8:46 21:54 — ⚔ Scout Rush
45 1,662 9:01 22:21 — ⚔ Skirmisher Rush
40 1,474 8:37 26:01 — ⚔ Scout Rush
26 965 8:34 23:57 35:45 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,835 7,256 5,400 0 25,491 27,007
10,665 9,362 1,740 235 22,002 22,905
10,700 6,145 3,525 300 20,670 21,504
7,285 6,605 5,490 100 19,480 20,811
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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