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Arabia

513596045Analyzed
2v2 RM · 3d ago on Oct 14, 2026· 45m 3s· 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
🇺🇸 Danes · United States
1310
+17
🇩🇪 Britons · Germany
1269
+19
vs
🇪🇸 Bulgarians · Spain
1336
-18
🇪🇸 Vietnamese · Spain
1336
-18
Player eAPM Actions Feudal Castle Imperial Opening
54 2,420 8:43 22:11 39:25 ⚔ M@A into Archers
51 2,287 9:45 18:26 44:56 ⚔ Drush FC
46 2,077 8:35 28:03 — ⚔ Archer Rush
33 1,491 9:39 25:56 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,550 16,283 8,360 850 47,043 52,044
18,465 7,670 9,685 1,625 37,445 39,084
10,010 12,912 6,920 2,305 32,147 32,847
9,400 11,364 8,250 850 29,864 35,390
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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