AoeStats
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Arabia

503207389Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 34m 2s· 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
🇧🇷 Wei · Brazil
1213
+13
🇧🇷 Mongols · Brazil
1201
+14
🇦🇺 Franks · Australia
1156
-14
🇩🇪 Ethiopians · Germany
1153
-14
Player eAPM Actions Feudal Castle Imperial Opening
55 1,871 8:46 26:24 ⚔ Scouts into Archers
36 1,209 10:29 21:49 ⚔ Archer Rush
23 798 9:40 20:27 ⚔ Scout Rush
21 724 11:59 30:15 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,945 6,829 5,185 850 24,809 26,194
6,645 7,154 2,825 105 16,729 17,534
6,955 6,385 2,580 100 16,020 16,969
6,410 6,025 345 100 12,880 13,943
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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