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Arabia

510125024Analyzed
2v2 RM · 1d ago on Sep 29, 2026· 33m 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
🇨🇦 Ethiopians · Canada
1072
+17
🇨🇴 Italians · Colombia
1054
+17
🇫🇷 Saracens · France
1091
-17
🇫🇷 Mongols · France
1091
-17
Player eAPM Actions Feudal Castle Imperial Opening
48 1,613 10:34 21:19 — ⚔ Scout Rush
31 1,032 10:29 15:14 — ⛏ Fast Castle
27 909 10:47 23:21 — ⚔ Archer Rush
24 808 9:35 16:52 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,800 4,437 5,645 100 21,982 23,305
7,300 4,805 2,470 1,400 15,975 17,530
6,255 4,783 1,595 200 12,833 14,774
4,610 6,306 885 855 12,656 17,236
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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