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Arabia

510616641Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 33m 7s· 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
🇦🇷 Ethiopians · Argentina
920
+13
🇸🇪 Hindustanis · Sweden
887
+14
🇦🇷 Gurjaras · Argentina
855
-14
🇮🇹 Varangians · Italy
844
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 1,452 9:35 20:14 — ⚔ Scout Rush
39 1,277 10:45 14:33 — ⛏ Fast Castle
16 538 9:54 21:24 —
12 395 11:53 21:16 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
10,300 9,463 3,930 3,115 26,808 29,852
8,455 5,793 2,375 1,500 18,123 20,393
7,965 4,535 2,955 750 16,205 16,713
6,800 4,205 1,485 950 13,440 14,227
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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