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Arabia

510651270Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 40m 38s· 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
🇺🇸 Khmer · United States
1009
+15
🇺🇸 Romans · United States
1009
+15
🇦🇷 Franks · Argentina
1066
-17
🇦🇷 Vietnamese · Argentina
926
-35
Player eAPM Actions Feudal Castle Imperial Opening
40 1,631 10:17 15:49 — ⛏ Fast Castle
39 1,584 9:27 21:55 —
34 1,384 9:44 22:36 — ⚔ Scout Rush
23 954 10:31 24:20 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,175 12,001 4,310 2,460 30,946 31,668
11,810 7,227 5,920 300 25,257 28,575
12,210 5,866 4,165 2,150 24,391 28,091
7,710 10,419 5,305 225 23,659 30,493
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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