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Arabia

512089876Analyzed
2v2 RM · 12d ago on Oct 8, 2026· 71m 45s· 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
🇺🇸 Varangians · United States
1076
+17
🇺🇸 Franks · United States
1042
+17
vs
🇦🇷 Khmer · Argentina
1092
-17
🇦🇷 Ethiopians · Argentina
1084
-17
Player eAPM Actions Feudal Castle Imperial Opening
69 4,920 9:16 20:41 39:14 ⚔ Archer Rush
32 2,271 9:29 21:04 39:07 ⚔ M@A FC
30 2,122 9:50 21:03 41:46 ⚔ Scout Rush
30 2,138 8:18 24:30 43:12 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
37,730 28,808 19,195 3,550 89,283 93,724
33,785 28,229 20,490 4,340 86,844 96,265
31,950 12,685 16,370 3,100 64,105 74,311
23,595 15,342 12,500 2,875 54,312 59,938
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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