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Arabia

511011178Analyzed
2v2 RM · 8h ago on Oct 3, 2026· 40m 11s· 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 · China
1338
+8
🇨🇳 Turks · China
980
+35
🇨🇳 Poles · China
1144
-15
🇨🇳 Khmer · China
1143
-15
Player eAPM Actions Feudal Castle Imperial Opening
56 2,257 8:56 19:39 36:05 ⚔ Scout Rush
45 1,811 9:18 21:23 — ⚔ Scout Rush
45 1,825 9:55 24:12 — ⚔ Scout Rush
42 1,694 9:50 23:15 — ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
17,155 11,999 6,385 2,350 37,889 40,585
12,575 8,368 3,020 1,700 25,663 28,559
8,470 7,039 4,755 850 21,114 21,621
9,570 8,369 1,060 400 19,399 20,694
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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