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Arabia

512263371Analyzed
2v2 RM · 10d ago on Oct 8, 2026· 49m 58s· 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
🇨🇦 Japanese · Canada
1158
+16
🇨🇦 Franks · Canada
1022
+21
vs
🇨🇱 Mongols · Chile
1159
-19
🇺🇸 Celts · United States
1137
-18
Player eAPM Actions Feudal Castle Imperial Opening
59 2,933 9:20 21:40 35:52 ⚔ M@A into Archers
40 1,991 8:45 21:45 43:40 ⚔ Archer Rush
25 1,236 11:34 25:22 44:59 ⚔ Archers into Skirms
24 1,175 10:44 25:07 40:06 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,350 17,435 12,480 5,655 53,920 59,958
17,290 21,158 5,565 1,790 45,803 48,792
16,650 12,729 8,675 1,175 39,229 43,531
15,640 6,554 8,135 1,400 31,729 37,546
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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