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Arabia

516239359Analyzed
2v2 RM · 11d ago on Oct 25, 2026· 64m 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
🇲🇽 Tupi · Mexico
1294
+14
🇨🇳 Koreans · China
1289
+14
vs
🇩🇪 Persians · Germany
1266
-15
🇩🇪 Malians · Germany
1233
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 3,595 9:34 21:29 40:00 ⚔ Archer Rush
41 2,642 9:21 22:44 43:22 ⚔ Scout Rush
39 2,519 10:21 24:12 43:27 ⚔ Archer Rush
30 1,936 11:42 16:32 52:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,315 50,669 19,410 5,460 97,854 109,906
28,630 19,738 18,225 3,880 70,473 74,668
23,415 24,526 12,945 3,695 64,581 67,233
20,240 26,218 5,480 2,250 54,188 55,616
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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