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Arabia

510372064Analyzed
2v2 RM · 2h ago on Sep 30, 2026· 44m 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
🇳🇱 Khmer · Netherlands
955
+10
🇳🇱 Vietnamese · Netherlands
688
+35
🇰🇿 Berbers · Kazakhstan
852
-17
🇷🇺 Japanese · Russia
771
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 2,261 10:37 23:57 — ⚔ M@A Rush
46 2,013 9:42 21:56 39:56 ⚔ Scout Rush
36 1,579 11:50 23:50 — ⚔ Skirms into Archers
19 838 11:13 25:06 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,995 5,378 8,595 1,400 30,368 31,760
11,360 7,186 3,940 2,150 24,636 28,942
10,010 7,110 680 160 17,960 19,611
5,250 4,890 2,825 795 13,760 18,094
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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