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Arabia

505800371Analyzed
2v2 RM · 21d ago on Sep 11, 2026· 35m 49s· 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
🇦🇺 Jurchens · Australia
1612
+16
🇦🇺 Wu · Australia
1584
+17
🇨🇱 Celts · Chile
1613
-17
🇲🇽 Shu · Mexico
1596
-16
Player eAPM Actions Feudal Castle Imperial Opening
136 4,876 9:34 23:04 — ⚔ Archer Rush
76 2,726 8:46 23:23 — ⚔ Scout Rush
63 2,273 8:58 21:27 — ⚔ Archer Rush
39 1,410 9:17 24:12 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,425 10,333 7,305 300 27,363 28,496
13,605 7,860 3,510 325 25,300 26,127
9,065 9,659 5,450 200 24,374 24,625
10,250 5,370 2,775 1,020 19,415 20,523
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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