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Arabia

511800562Analyzed
2v2 RM · 13d ago on Oct 6, 2026· 47m 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
🇧🇷 Franks · Brazil
1065
+16
🇧🇷 Britons · Brazil
1028
+17
vs
🇨🇱 Lithuanians · Chile
1058
-17
🇨🇱 Bohemians · Chile
1055
-16
Player eAPM Actions Feudal Castle Imperial Opening
51 2,439 9:41 20:38 38:17 ⚔ Scout Rush
50 2,411 9:00 20:31 41:11 ⚔ Scout Rush
42 2,028 10:37 22:03 37:46 ⚔ Archer Rush
19 920 10:39 24:40 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,980 11,538 18,120 950 57,588 61,185
20,960 10,900 13,145 1,760 46,765 48,560
13,895 15,438 7,980 3,110 40,423 48,961
11,355 9,105 3,745 2,050 26,255 26,997
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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