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Arabia

510909298Analyzed
2v2 RM · 16h ago on Oct 3, 2026· 44m 32s· 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
🇫🇷 Khmer · France
908
+15
🇦🇺 Danes · Australia
838
+18
🇧🇷 Magyars · Brazil
911
-18
🇧🇷 Cumans · Brazil
846
-15
Player eAPM Actions Feudal Castle Imperial Opening
31 1,362 9:41 33:07 — ⚔ Scout Rush
28 1,244 13:45 16:31 33:40 ⛏ Fast Castle
18 818 11:08 32:02 —
8 364 11:58 22:43 — ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
22,050 7,879 9,460 1,700 41,089 43,250
8,780 6,397 1,205 750 17,132 19,695
6,110 4,920 440 750 12,220 12,098
4,700 2,274 770 1,025 8,769 9,504
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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