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Arabia

509406229Analyzed
2v2 RM · 5d ago on Sep 26, 2026· 37m 16s· 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
🇬🇧 Britons · United Kingdom
1007
+13
🇬🇧 Franks · United Kingdom
853
+20
🇩🇪 Lithuanians · Germany
956
-17
🇩🇪 Mongols · Germany
923
-16
Player eAPM Actions Feudal Castle Imperial Opening
39 1,448 8:59 19:33 — ⚔ Scout Rush
32 1,188 10:21 21:08 35:22 ⚔ Archer Rush
27 1,006 10:23 22:47 —
25 937 11:19 21:15 36:52 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,780 10,965 3,385 850 25,980 29,804
8,575 7,588 4,875 1,610 22,648 24,927
10,460 7,812 2,745 520 21,537 24,555
9,500 6,437 3,285 850 20,072 24,757
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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