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Arabia

509135863Analyzed
2v2 RM · 6d ago on Sep 25, 2026· 35m 52s· 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
🇩🇪 Japanese · Germany
956
+14
🇩🇪 Mongols · Germany
903
+16
🇵🇹 Persians · Portugal
954
-46
🇵🇹 Malians · Portugal
865
-33
Player eAPM Actions Feudal Castle Imperial Opening
39 1,391 9:21 20:57 35:32 ⚔ M@A FC
22 773 10:32 21:09 — ⚔ Scout Rush
9 336 10:32 22:02 — ⚔ FC into Scouts
8 281 12:28 27:28 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,105 7,803 3,510 1,000 21,418 25,348
12,175 7,450 1,535 200 21,360 24,023
8,845 8,184 3,385 880 21,294 25,929
5,715 5,231 1,050 775 12,771 12,590
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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