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Arabia

511029019Analyzed
2v2 RM · 7h ago on Oct 3, 2026· 45m 49s· 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
🇨🇳 Armenians · China
1369
+11
🇨🇳 Ethiopians · China
1086
+26
🇹🇷 Celts · Türkiye
1236
-16
🇦🇺 Byzantines · Australia
1231
-16
Player eAPM Actions Feudal Castle Imperial Opening
51 2,326 9:46 23:56 38:33 ⚔ Scout Rush
48 2,212 10:23 22:34 33:39 ⚔ Fish Boom into M@A into Archers
39 1,777 8:52 21:15 — ⚔ Archer Rush
26 1,201 9:00 19:05 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,525 17,821 9,920 6,415 53,681 62,919
22,520 10,974 12,620 1,745 47,859 51,223
11,240 8,376 8,980 300 28,896 30,028
10,805 8,800 4,265 250 24,120 25,704
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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