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Arabia

508564608Analyzed
2v2 RM · 20d ago on Sep 23, 2026· 63m 26s· 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 · Argentina
1256
+12
🇦🇷 Maya · Argentina
1168
+16
vs
🇲🇽 Lithuanians · Mexico
1173
-14
🇵🇦 Berbers · Panama
1170
-14
Player eAPM Actions Feudal Castle Imperial Opening
55 3,511 10:25 27:36 53:03 ⚔ Archer Rush
45 2,827 9:43 26:43 59:27 ⚔ Scout Rush
37 2,372 9:59 22:10 — ⚔ Scout Rush
28 1,776 8:23 32:34 55:03 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,220 22,400 15,485 4,450 57,555 75,055
27,400 13,650 8,865 3,250 53,165 56,914
19,670 15,348 12,925 1,900 49,843 53,149
16,975 14,857 5,805 1,890 39,527 40,869
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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