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Arabia

513442726Analyzed
2v2 RM · 2d ago on Oct 13, 2026· 47m 53s· 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
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1639
+14
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1613
+14
vs
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1610
-15
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1557
-13
Player eAPM Actions Feudal Castle Imperial Opening
65 3,090 8:53 25:55 45:58 ⚔ Scout Rush
61 2,908 11:25 29:25 42:44 ⚔ Skirmisher Rush
60 2,889 9:22 25:23 47:49 ⚔ Scout Rush
54 2,572 9:56 34:34 — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
20,940 17,372 8,905 2,470 49,687 52,672
23,130 9,622 10,800 850 44,402 48,722
16,580 15,576 6,760 2,160 41,076 43,684
10,885 10,851 2,635 2,505 26,876 28,823
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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