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Arabia

511831499Analyzed
2v2 RM · 9d ago on Oct 6, 2026· 22m 28s· 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 · Sweden
1330
+14
🇦🇷 Britons · Argentina
1273
+16
vs
🇱🇻 Danes · Latvia
1413
-20
🇷🇺 Franks · Russia
1154
-10
Player eAPM Actions Feudal Castle Imperial Opening
49 1,095 9:24 21:55 — ⚔ Scout Rush
46 1,038 9:13 20:58 — ⚔ Archer Rush
42 950 8:55 19:57 — ⚔ Scout Rush
42 950 10:21 15:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,250 2,289 900 650 10,089 9,994
5,545 2,449 1,550 0 9,544 9,791
5,080 3,090 550 0 8,720 10,165
3,765 3,231 1,120 0 8,116 9,005
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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