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Arabia

508095882Analyzed
2v2 RM · 12d ago on Sep 20, 2026· 44m 20s· 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
🇩🇪 Ethiopians · Germany
1154
+16
🇮🇳 Persians · India
1119
+17
🇲🇽 Ethiopians · Mexico
1147
-17
🇲🇽 Gurjaras · Mexico
1146
-16
Player eAPM Actions Feudal Castle Imperial Opening
41 1,834 10:36 17:32 — ⛏ Fast Castle
31 1,375 10:32 24:24 37:48 ⚔ Archer Rush
24 1,085 9:18 21:29 — ⚔ Archers into Skirms
22 997 10:04 26:34 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,800 14,731 11,060 750 37,341 40,370
15,910 9,163 7,505 185 32,763 33,921
12,710 10,115 6,930 2,295 32,050 33,475
10,015 9,255 5,820 975 26,065 29,976
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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