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Arabia

511373791Analyzed
2v2 RM · 14d ago on Oct 4, 2026· 42m 54s· 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
🇬🇧 Ethiopians · United Kingdom
1466
+13
🇺🇸 Burgundians · United States
1394
+17
vs
🇸🇪 Magyars · Sweden
1400
-15
🇨🇭 Khmer · Switzerland
1400
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 2,221 9:16 22:28 34:36 ⚔ Archer Rush
49 2,102 10:45 22:47 — ⚔ Scout Rush
31 1,309 11:10 17:11 — ⛏ Fast Castle
29 1,253 12:41 15:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,575 5,741 10,270 215 32,801 33,115
9,975 11,564 8,305 80 29,924 31,193
13,935 8,130 2,750 2,775 27,590 33,978
8,780 5,125 3,405 1,645 18,955 19,787
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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