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Arabia

504775170Analyzed
2v2 RM · 1mo ago on Sep 6, 2026· 61m 52s· 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
🇦🇷 Teutons · Argentina
1014
+17
🇦🇷 Byzantines · Argentina
1014
+17
vs
🇮🇳 Khmer · India
1044
-17
🇮🇳 Ethiopians · India
1033
-17
Player eAPM Actions Feudal Castle Imperial Opening
72 4,446 9:01 22:22 36:27 ⚔ Archer Rush
50 3,107 10:29 22:59 37:45 ⚔ Scout Rush
49 3,041 9:53 23:59 38:53 ⚔ Skirms into Archers
26 1,614 9:57 20:44 41:59 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,595 31,671 14,005 2,780 72,051 76,469
25,375 12,058 16,400 1,125 54,958 63,402
14,650 17,377 14,045 1,615 47,687 53,050
19,830 8,740 12,170 1,740 42,480 45,180
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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