AoeStats
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Arabia

503176435Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 55m 10s· 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
🇬🇧 Huns · United Kingdom
1141
+11
🇦🇷 Vikings · Argentina
1071
+14
🇨🇦 Inca · Canada
1022
-12
🇨🇦 Ethiopians · Canada
1016
-12
Player eAPM Actions Feudal Castle Imperial Opening
33 1,840 10:14 24:17 37:21 ⚔ Archer Rush
33 1,803 9:24 21:47 40:26 ⚔ Archer Rush
30 1,631 8:27 22:06 52:05 ⛏ Fast Castle
23 1,264 10:51 22:25 39:33 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,320 18,387 15,570 1,625 61,902 65,707
19,080 20,419 7,725 3,750 50,974 53,680
16,970 15,695 11,025 4,440 48,130 51,688
18,800 20,736 2,580 1,625 43,741 53,828
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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