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Arabia

504713036Analyzed
2v2 RM · 26d ago on Sep 6, 2026· 46m 12s· 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
🇹🇷 Berbers · Türkiye
1160
+16
🇹🇷 Britons · Türkiye
1131
+17
🇻🇳 Aztecs · Vietnam
1203
-18
🇻🇳 Turks · Vietnam
1128
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 2,414 9:41 22:40 — ⚔ Archer Rush
48 2,237 9:59 26:25 44:43 ⚔ Scout Rush
45 2,076 9:48 26:10 — ⚔ Scout Rush
35 1,637 9:58 23:07 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,855 10,078 8,005 2,250 38,188 38,793
14,390 14,507 7,115 1,100 37,112 38,151
11,220 9,636 6,615 1,500 28,971 36,581
9,675 6,643 3,755 1,500 21,573 24,247
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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