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Arabia

505990662Analyzed
2v2 RM · 19d ago on Sep 11, 2026· 44m 34s· 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
🇩🇪 Slavs · Germany
1212
+14
🇩🇪 Britons · Germany
1206
+14
🇦🇺 Bulgarians · Australia
1189
-14
🇨🇦 Vietnamese · Canada
1155
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 2,334 8:49 20:29 38:44 ⚔ Scout Rush
46 2,067 10:55 21:34 — ⚔ Archer Rush
37 1,664 10:58 24:00 39:15 ⚔ Scout Rush
27 1,183 11:14 19:28 40:14 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,975 11,036 13,410 2,270 50,691 57,256
12,070 11,101 8,205 925 32,301 35,589
14,805 6,306 5,080 3,200 29,391 30,437
8,570 10,567 4,145 950 24,232 25,848
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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