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Arabia

509104613Analyzed
2v2 RM · 5d ago on Sep 25, 2026· 54m 37s· 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
🇨🇳 Khitans · China
828
+14
🇮🇩 Mongols · Indonesia
775
+16
🇺🇸 Spanish · United States
828
-16
🇫🇷 Vikings · France
743
-14
Player eAPM Actions Feudal Castle Imperial Opening
28 1,551 9:01 17:00 35:02
26 1,417 11:21 21:23 34:28 ⚔ Scout Rush
25 1,374 10:16 20:46 35:11 ⚔ FC into Archers
19 1,060 10:30 16:49 36:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,135 16,209 12,110 3,160 53,614 60,635
19,905 13,609 14,845 2,295 50,654 53,280
18,975 14,520 10,610 4,415 48,520 51,157
15,995 11,737 5,530 2,265 35,527 41,985
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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