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Arabia

510270937Analyzed
2v2 RM · 3h ago on Sep 30, 2026· 35m 10s· 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
🇹🇼 Magyars · Taiwan
941
+16
🇹🇼 Spanish · Taiwan
928
+17
🇨🇳 Georgians · China
949
-17
🇨🇳 Gurjaras · China
935
-16
Player eAPM Actions Feudal Castle Imperial Opening
36 1,276 10:13 20:32 — ⚔ Scout Rush
34 1,184 10:23 16:43 — ⛏ Fast Castle
25 884 10:17 23:14 — ⚔ Scout Rush
23 812 11:44 30:37 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,585 5,612 2,755 850 15,802 17,019
7,650 5,205 1,795 850 15,500 20,705
6,330 4,144 1,250 1,300 13,024 14,045
4,840 3,456 590 100 8,986 9,020
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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