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Arabia

511021128Analyzed
2v2 RM · 5h ago on Oct 3, 2026· 49m 8s· 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
🇨🇳 Dravidians · China
1359
+10
🇨🇳 Ethiopians · China
1056
+30
🇹🇼 Mongols · Taiwan
1222
-17
🇨🇳 Khmer · China
1175
-15
Player eAPM Actions Feudal Castle Imperial Opening
45 2,206 9:02 20:01 35:16 ⚔ M@A into Archers
40 1,977 9:42 31:07 46:52 ⚔ Archers into Scouts
34 1,667 9:06 25:41 — ⚔ Scouts into Skirms
25 1,230 12:11 19:40 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,810 14,011 5,080 2,900 39,801 74,345
14,040 8,526 10,205 1,400 34,171 47,852
12,730 9,270 3,715 1,625 27,340 28,222
3,200 1,492 250 0 4,942 5,747
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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