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Arabia

507066000Analyzed
2v2 RM · 17d ago on Sep 16, 2026· 65m 2s· 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
🇨🇳 Mongols · China
1018
+14
🇹🇼 Poles · Taiwan
930
+18
🇨🇳 Spanish · China
982
-16
🇨🇳 Persians · China
975
-16
Player eAPM Actions Feudal Castle Imperial Opening
29 1,877 9:43 19:13 30:36 ⛏ Fast Castle
27 1,763 11:10 16:29 25:44 ⛏ Fast Castle
26 1,695 10:10 18:11 50:21 ⛏ Fast Castle
21 1,352 12:27 18:06 — ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
20,135 29,935 20,035 3,150 73,255 81,547
23,475 17,145 17,925 1,725 60,270 69,855
13,535 8,355 7,445 850 30,185 35,287
11,525 8,565 3,040 4,300 27,430 28,676
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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