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Arabia

508046272Analyzed
2v2 RM · 12d ago on Sep 20, 2026· 39m 54s· 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
🇨🇦 Portuguese · Canada
1208
+15
🇺🇸 Persians · United States
1206
+14
🇹🇷 Saracens · Türkiye
1195
-15
🇹🇷 Teutons · Türkiye
1170
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 1,889 8:51 19:06 39:26 ⚔ Archer Rush
44 1,753 10:10 20:41 — ⚔ Scout Rush
43 1,733 9:58 23:11 — ⚔ Archer Rush
39 1,573 9:20 20:51 35:46 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,205 10,154 4,395 1,600 35,354 39,367
13,620 12,481 6,070 300 32,471 35,547
8,465 8,365 5,370 325 22,525 23,852
9,665 5,838 2,725 975 19,203 21,350
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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