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Arabia

505839100Analyzed
2v2 RM · 20d ago on Sep 11, 2026· 55m 39s· 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
🇩🇪 Romans · Germany
1117
+13
🇩🇪 Khmer · Germany
1093
+13
🇨🇳 Hindustanis · China
1042
-13
🇨🇳 Persians · China
1038
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 2,304 10:45 15:46 33:31 ⛏ Fast Castle
35 1,958 10:52 15:02 32:52 ⛏ Fast Castle
27 1,477 11:30 18:15 30:54 ⛏ Fast Castle
24 1,315 12:12 21:18 36:03 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
41,675 22,980 18,240 3,580 86,475 90,908
35,320 13,204 12,945 1,955 63,424 68,991
29,810 13,998 14,880 2,985 61,673 65,236
18,760 20,737 14,085 1,870 55,452 79,836
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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