AoeStats
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Arabia

503232182Analyzed
2v2 RM · 2mo ago on Aug 30, 2026· 86m 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
🇨🇦 Malians · Canada
842
+15
🇨🇱 Italians · Chile
815
+16
vs
🇹🇼 Bohemians · Taiwan
853
-17
🇬🇧 Huns · United Kingdom
768
-13
Player eAPM Actions Feudal Castle Imperial Opening
25 2,163 11:59 23:03 34:18
19 1,674 11:32 27:55 63:10 ⚔ Skirmisher Rush
19 1,665 12:28 16:43 66:52 ⚔ FC into Skirms
14 1,217 10:29 22:41 46:41 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,870 52,299 37,300 2,850 123,319 148,155
34,295 32,250 20,210 2,930 89,685 90,022
32,695 12,680 12,670 2,150 60,195 78,082
18,925 18,680 6,835 3,395 47,835 49,840
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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