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Arabia

509141374Analyzed
2v2 RM · 6d ago on Sep 25, 2026· 42m 48s· 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
🇯🇵 Cumans · Japan
1000
+14
🇪🇸 Britons · Spain
961
+15
🇩🇪 Japanese · Germany
970
-16
🇩🇪 Mongols · Germany
919
-13
Player eAPM Actions Feudal Castle Imperial Opening
36 1,541 9:41 21:04 39:03 ⚔ M@A FC into Archers
23 997 9:48 22:42 39:34 ⚔ Scouts into Skirms
21 901 8:57 20:29 35:34 ⛏ Fast Castle
18 771 12:52 22:53 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,550 13,476 5,335 2,800 39,161 50,033
12,295 10,796 6,415 1,800 31,306 33,894
10,635 8,949 3,025 975 23,584 31,887
7,435 6,680 3,200 515 17,830 18,512
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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