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Arabia

508074689Analyzed
2v2 RM · 10d ago on Sep 20, 2026· 57m 50s· 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
🇷🇺 Slavs · Russia
833
+13
🇷🇺 Bengalis · Russia
833
+13
🇪🇸 Mongols · Spain
797
-13
🇪🇸 Bulgarians · Spain
758
-13
Player eAPM Actions Feudal Castle Imperial Opening
23 1,304 9:23 25:50 40:56 ⚔ Scout Rush
23 1,308 13:22 28:37 45:23
17 968 12:26 20:08 41:04 ⛏ Fast Castle
16 903 12:46 23:54 44:27 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
32,025 24,479 9,695 3,630 69,829 80,742
23,205 21,110 16,040 1,600 61,955 66,698
18,330 17,438 14,565 2,295 52,628 57,017
20,155 12,554 13,615 3,185 49,509 58,468
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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