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Arabia

504813831Analyzed
2v2 RM · 25d ago on Sep 6, 2026· 38m 21s· 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
🇳🇴 Saracens · Norway
1313
+11
🇳🇴 Poles · Norway
1107
+22
🇩🇪 Inca · Germany
1211
-16
🇩🇪 Burgundians · Germany
1186
-15
Player eAPM Actions Feudal Castle Imperial Opening
62 2,365 9:16 20:41 36:12 ⚔ Archer Rush
38 1,456 10:04 22:04 — ⛏ Fast Castle
32 1,216 10:20 14:46 — ⛏ Fast Castle
31 1,195 9:55 21:23 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,010 6,903 3,715 1,500 25,128 27,518
8,670 8,199 6,725 850 24,444 26,839
10,725 9,097 3,470 200 23,492 24,571
5,305 6,452 1,120 975 13,852 15,770
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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