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Arabia

510363077Analyzed
2v2 RM · 1d ago on Sep 30, 2026· 54m 3s· 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
🇩🇪 Burgundians · Germany
881
+15
🇩🇪 Britons · Germany
845
+15
🇫🇷 Goths · France
875
-43
🇫🇷 Goths · France
826
-14
Player eAPM Actions Feudal Castle Imperial Opening
36 1,924 12:41 29:15 — ⚔ M@A into Scouts
21 1,137 11:17 33:21 — ⚔ Archer Rush
17 936 15:46 27:31 — ⚔ M@A Rush
16 841 10:10 27:17 35:07 ⚔ Archers into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
8,375 10,680 7,575 2,635 29,265 32,581
13,770 9,174 3,115 855 26,914 30,904
12,795 6,600 2,295 2,500 24,190 24,553
11,010 7,502 2,935 1,500 22,947 25,521
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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