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Arabia

505984675Analyzed
2v2 RM · 19d ago on Sep 11, 2026· 47m 15s· 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
🇫🇷 Wu · France
1329
+11
🇵🇪 Britons · Peru
1291
+13
🇩🇪 Poles · Germany
1224
-12
🇩🇪 Mongols · Germany
1218
-12
Player eAPM Actions Feudal Castle Imperial Opening
58 2,719 9:01 24:07 — ⚔ Scout Rush
55 2,579 9:10 27:56 — ⚔ Scout Rush
47 2,206 9:22 23:50 39:00 ⚔ Archer Rush
22 1,057 9:44 30:10 43:08 ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
23,510 9,689 11,920 950 46,069 46,826
12,715 14,597 10,105 850 38,267 40,339
17,435 8,786 3,295 530 30,046 33,065
9,980 10,280 5,660 855 26,775 29,345
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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