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Arabia

503858099Analyzed
2v2 RM · 29d ago on Sep 2, 2026· 37m 25s· 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
🇧🇷 Burgundians · Brazil
962
+15
🇧🇷 Turks · Brazil
956
+15
🇮🇳 Romans · India
961
-16
🇮🇳 Khmer · India
906
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 1,959 10:16 15:04 33:05 ⛏ Fast Castle
43 1,605 11:42 17:56 — ⛏ Fast Castle
36 1,351 11:21 16:31 — ⛏ Fast Castle
21 783 9:57 17:50 32:39 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,235 7,903 8,070 850 31,058 31,638
12,420 9,613 3,665 2,350 28,048 35,403
7,985 5,895 3,730 2,050 19,660 24,846
9,410 5,147 2,180 850 17,587 20,447
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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