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Arabia

508293288Analyzed
2v2 RM · 9d ago on Sep 21, 2026· 49m 8s· 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
🇧🇷 Franks · Brazil
1439
+19
🇨🇭 Maya · Switzerland
1388
+20
🇨🇭 Magyars · Switzerland
1536
-21
🇨🇭 Ethiopians · Switzerland
1462
-18
Player eAPM Actions Feudal Castle Imperial Opening
71 3,466 9:42 25:31 39:56 ⚔ Archer Rush
53 2,597 9:24 24:21 — ⚔ Scout Rush
43 2,123 8:56 20:50 47:08 ⚔ Scout Rush
39 1,896 9:12 24:58 45:20 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,455 9,645 15,020 1,685 50,805 52,019
21,975 9,027 11,415 1,600 44,017 44,896
14,385 13,926 11,460 2,870 42,641 45,307
12,140 13,924 11,365 2,350 39,779 47,105
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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