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Arabia

503666847Analyzed
2v2 RM · 1mo ago on Sep 1, 2026· 42m 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
🇬🇧 Magyars · United Kingdom
1276
+10
🇮🇶 Vikings · Iraq
1091
+18
🇹🇷 Magyars · Türkiye
1155
-15
🇹🇷 Britons · Türkiye
1135
-14
Player eAPM Actions Feudal Castle Imperial Opening
56 2,400 10:20 23:12 — ⚔ Archer Rush
29 1,241 9:21 20:25 41:00 ⛏ Fast Castle
24 1,026 11:14 26:09 — ⚔ Scout Rush
22 920 10:17 21:04 41:16 ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
13,540 10,701 9,080 1,750 35,071 38,005
9,360 9,756 3,925 2,750 25,791 31,136
11,115 10,196 2,635 1,660 25,606 27,254
9,035 6,166 975 1,430 17,606 18,198
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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