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Arabia

506233435Analyzed
2v2 RM · 19d ago on Sep 12, 2026· 24m 35s· 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
🇫🇷 Mongols · France
1622
+16
🇫🇷 Slavs · France
1621
+16
🇲🇽 Goths · Mexico
1624
-16
🇨🇱 Malay · Chile
1621
-16
Player eAPM Actions Feudal Castle Imperial Opening
120 2,949 8:51 22:39 — ⚔ Scout Rush
68 1,675 8:27 21:12 — ⚔ Scout Rush
55 1,358 8:02 23:55 — ⚔ Archer Rush
44 1,088 8:31 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,065 4,227 775 100 12,167 12,272
6,635 3,545 875 125 11,180 11,727
4,220 3,210 2,255 0 9,685 10,151
3,050 3,731 1,810 125 8,716 10,243
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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