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Arabia

510361414Analyzed
2v2 RM · 3h ago on Sep 30, 2026· 48m 58s· 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
🇦🇷 Lithuanians · Argentina
1254
+14
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1215
+15
🇿🇦 Vietnamese · South Africa
1215
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🇿🇦 Wei · South Africa
1190
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 2,295 9:43 21:33 37:00 ⚔ Archer Rush
47 2,286 10:21 22:17 36:06 ⚔ Archer Rush
35 1,734 8:55 24:35 41:27 ⚔ M@A into Scouts
34 1,670 10:53 24:22 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,315 10,200 14,495 990 49,000 52,929
13,435 16,794 11,035 3,020 44,284 44,153
10,275 13,023 11,325 550 35,173 37,271
10,975 6,342 3,275 845 21,437 22,079
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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