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Arabia

508609693Analyzed
2v2 RM · 27d ago on Sep 23, 2026· 43m 59s· 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
🇭🇺 Malians · Hungary
1429
+14
🇭🇺 Slavs · Hungary
1429
+14
vs
🇯🇵 Saracens · Japan
1382
-14
🇷🇺 Vietnamese · Russia
1380
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 2,071 10:06 21:43 36:58 ⚔ Scout Rush
40 1,748 9:25 19:25 37:31 ⛏ Fast Castle
38 1,693 9:35 23:21 35:19 ⚔ Archer Rush
37 1,611 9:02 26:43 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,580 11,575 7,975 2,260 40,390 45,739
12,635 14,331 8,905 1,400 37,271 40,183
16,450 11,271 6,710 895 35,326 38,207
7,525 13,247 7,125 1,525 29,422 32,345
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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