AoeStats
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Arabia

503253499Analyzed
2v2 RM · 2mo ago on Aug 30, 2026· 60m 44s· 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 · Argentina
1192
+17
🇦🇷 Spanish · Argentina
1167
+18
vs
🇮🇹 Koreans · Italy
1218
-18
🇮🇹 Georgians · Italy
1218
-18
Player eAPM Actions Feudal Castle Imperial Opening
69 4,168 9:35 21:02 40:57 ⚔ Scout Rush
56 3,410 8:37 22:17 45:22 ⚔ Scout Rush
37 2,263 11:23 27:01 44:24 ⚔ M@A into Archers
34 2,066 9:16 23:04 44:09 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
17,955 29,850 15,440 3,125 66,370 71,151
21,745 19,285 16,970 3,850 61,850 74,131
28,825 12,116 17,005 2,350 60,296 74,181
25,205 11,227 13,755 2,800 52,987 57,175
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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