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Arabia

510403505Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 45m 2s· 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
🇩🇪 Varangians · Germany
1076
+17
🇦🇷 Saracens · Argentina
1006
+17
🇹🇷 Lithuanians · Türkiye
1046
-16
🇹🇷 Burgundians · Türkiye
1046
-16
Player eAPM Actions Feudal Castle Imperial Opening
75 3,370 8:59 18:36 36:03 ⛏ Fast Castle
26 1,188 11:32 21:19 38:59 ⚔ Scout Rush
21 946 10:42 21:18 — ⛏ Fast Castle
20 917 10:43 22:13 42:05 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,175 10,932 8,740 3,450 43,297 47,200
16,470 12,850 10,640 1,400 41,360 45,543
15,080 9,437 8,335 2,560 35,412 36,501
8,310 5,299 2,125 885 16,619 20,639
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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