AoeStats
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Arabia

503105608Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 16m 17s· 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
🇺🇸 Britons · United States
1423
+14
🇺🇸 Berbers · United States
1423
+14
🇨🇳 Magyars · China
1374
-14
🇭🇰 Mongols · Hong Kong SAR China
1371
-14
Player eAPM Actions Feudal Castle Imperial Opening
66 1,082 9:47 ⚔ Scout Rush
59 965 9:11 ⚔ Scout Rush
58 947 8:11 ⚔ Towers into Scouts into Skirms
32 520 8:55 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,765 1,880 50 0 5,695 6,152
2,700 2,317 50 0 5,067 4,978
2,815 1,829 0 395 5,039 4,895
1,855 1,918 365 130 4,268 4,318
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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