AoeStats
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Arabia

503234167Analyzed
2v2 RM · 2mo ago on Aug 30, 2026· 60m 6s· 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
🇬🇧 Ethiopians · United Kingdom
1062
+15
🇬🇧 Vikings · United Kingdom
1062
+15
vs
🇨🇿 Vietnamese · Czechia
1054
-16
🇨🇿 Burgundians · Czechia
1022
-14
Player eAPM Actions Feudal Castle Imperial Opening
36 2,156 10:28 26:23 38:12 ⚔ Archer Rush
34 2,068 9:09 22:26 38:40 ⛏ Fast Castle
28 1,707 9:32 27:18 — ⚔ Archers into Skirms
21 1,283 10:28 23:37 43:43 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
32,365 21,854 11,780 3,080 69,079 70,155
25,985 10,349 17,940 3,535 57,809 67,088
17,685 18,323 14,330 2,895 53,233 66,056
7,195 7,933 2,255 1,440 18,823 21,273
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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