AoeStats
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Arabia

502895060Analyzed
2v2 RM · 2mo ago on Aug 29, 2026· 55m 40s· 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
🇲🇽 Mapuche · Mexico
1073
+15
🇲🇽 Lithuanians · Mexico
1072
+15
vs
🇹🇼 Chinese · Taiwan
1089
-40
🇹🇼 Celts · Taiwan
1024
-39
Player eAPM Actions Feudal Castle Imperial Opening
56 3,118 9:36 21:48 35:25 ⚔ Skirms into Archers
43 2,375 11:35 16:27 42:17 ⚔ Skirmisher Rush
42 2,357 10:06 20:53 47:04 ⚔ Scout Rush
40 2,235 11:27 16:37 50:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,645 17,714 19,100 1,700 63,159 81,981
25,795 22,075 7,160 2,800 57,830 63,675
25,540 14,699 13,135 2,250 55,624 65,363
20,345 18,205 7,040 1,650 47,240 52,354
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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