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Arabia

504191182Analyzed
2v2 RM · 28d ago on Sep 4, 2026· 33m 54s· 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
🇩🇪 Byzantines · Germany
597
+7
🇨🇳 Huns · China
441
+14
🇷🇺 Berbers · Russia
399
-11
🇷🇺 Sicilians · Russia
373
-10
Player eAPM Actions Feudal Castle Imperial Opening
18 597 14:43 23:49 — ⚔ Scout Rush
16 547 13:01 25:49 — ⛏ Fast Castle
11 357 10:24 19:44 33:47 ⛏ Fast Castle
10 337 14:11 25:34 — ⚔ FC into Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
12,190 3,870 620 100 16,780 20,039
7,670 5,780 1,315 1,875 16,640 17,773
5,475 3,544 1,540 175 10,734 10,576
4,820 2,776 300 1,290 9,186 11,012
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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