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Arabia

510534451Analyzed
2v2 RM · 19d ago on Oct 1, 2026· 20m 43s· 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
1160
+14
🇨🇳 Persians · China
1159
+14
vs
🇫🇷 Bulgarians · France
1143
-14
🇫🇷 Vikings · France
1103
-14
Player eAPM Actions Feudal Castle Imperial Opening
56 1,156 11:26 16:29 — ⛏ Fast Castle
53 1,106 11:10 17:14 — ⛏ Fast Castle
29 599 9:34 — — ⚔ Archer Rush
23 471 10:18 19:15 — ⚔ Drush FC

Resources

Player Food Wood Gold Stone Spent Collected
5,555 2,969 875 100 9,499 10,178
3,825 3,081 1,285 0 8,191 8,535
4,165 2,720 680 0 7,565 8,207
3,640 2,202 925 100 6,867 7,479
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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