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Arabia

510789847Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 62m 32s· 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
🇫🇷 Bulgarians · France
880
+17
🇫🇷 Vietnamese · France
874
+17
🇨🇴 Aztecs · Colombia
941
-19
🇺🇸 Celts · United States
853
-15
Player eAPM Actions Feudal Castle Imperial Opening
23 1,420 11:01 27:17 50:05 ⚔ Drush
21 1,284 11:07 21:45 39:56 ⚔ Archer Rush
13 826 11:29 18:56 33:34 ⛏ Fast Castle
12 751 11:39 20:50 34:18 ⚔ M@A into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
22,945 17,168 18,025 3,550 61,688 66,117
17,640 12,880 10,130 3,225 43,875 44,875
20,575 8,760 7,485 2,620 39,440 46,883
12,490 5,480 5,525 945 24,440 26,416
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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