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Arabia

514682365Analyzed
2v2 RM · 19d ago on Oct 18, 2026· 32m 24s· 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
🇫🇷 Slavs · France
2003
+6
🇨🇭 Portuguese · Switzerland
1766
+15
vs
🇧🇷 Romans · Brazil
1802
-12
🇦🇷 Vietnamese · Argentina
1705
-9
Player eAPM Actions Feudal Castle Imperial Opening
74 2,397 8:21 21:24 — ⚔ Scout Rush
63 2,034 8:54 21:44 — ⚔ Scout Rush
60 1,955 9:00 25:40 — ⚔ Scouts into Archers
52 1,692 8:28 20:44 — ⚔ M@A into Towers

Resources

Player Food Wood Gold Stone Spent Collected
15,945 6,422 5,275 200 27,842 27,790
10,740 6,741 4,520 460 22,461 22,881
8,480 8,959 4,560 100 22,099 22,472
8,440 6,602 3,975 140 19,157 19,810
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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