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Arabia

509932219Analyzed
2v2 RM · 2d ago on Sep 28, 2026· 46m 21s· 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
🇦🇹 Malay · Austria
1464
+16
🇦🇹 Italians · Austria
1409
+19
🇨🇭 Portuguese · Switzerland
1477
-18
🇨🇭 Bulgarians · Switzerland
1457
-17
Player eAPM Actions Feudal Castle Imperial Opening
73 3,396 8:50 25:20 — ⚔ Scout Rush
66 3,053 8:49 21:52 40:53 ⚔ Scout Rush
41 1,882 9:12 22:32 44:53 ⚔ Archer Rush
38 1,746 10:34 27:27 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,880 10,096 10,870 580 43,426 43,614
18,715 10,914 8,800 1,060 39,489 41,798
9,425 11,114 7,890 1,075 29,504 32,085
6,300 10,846 7,080 395 24,621 25,915
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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