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Arabia

508052828Analyzed
2v2 RM · 12d ago on Sep 20, 2026· 35m 59s· 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
1223
+13
🇺🇸 Persians · United States
1220
+14
🇹🇷 Huns · Türkiye
1180
-14
🇹🇷 Teutons · Türkiye
1156
-13
Player eAPM Actions Feudal Castle Imperial Opening
56 2,016 10:37 23:52 — ⚔ Scout Rush
47 1,703 9:14 20:56 — ⚔ Archer Rush
41 1,485 9:24 27:35 — ⚔ Scout Rush
37 1,334 9:21 22:06 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,835 7,811 2,385 1,050 25,081 27,068
9,295 10,076 4,350 200 23,921 27,193
12,370 5,640 2,810 100 20,920 22,358
9,195 6,731 2,420 325 18,671 19,069
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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