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Arabia

510364302Analyzed
2v2 RM · 20h ago on Sep 30, 2026· 40m 28s· 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
🇹🇼 Magyars · Taiwan
1222
+14
🇦🇷 Ethiopians · Argentina
1158
+17
🇨🇭 Celts · Switzerland
1224
-17
🇷🇴 Varangians · Romania
1132
-14
Player eAPM Actions Feudal Castle Imperial Opening
59 2,377 9:29 23:04 39:34 ⚔ M@A into Archers
39 1,595 9:33 26:24 — ⚔ Scouts into Skirms
27 1,079 10:14 20:04 40:20 ⛏ Fast Castle
23 949 10:54 17:33 33:49 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,995 12,112 6,430 1,600 33,137 35,049
16,295 9,202 4,465 2,610 32,572 32,619
11,680 6,871 3,385 2,180 24,116 31,620
5,555 3,608 400 255 9,818 10,002
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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