AoeStats
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Arabia

503253835Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 69m 9s· 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
🇧🇷 Magyars · Brazil
1430
+12
🇵🇪 Mongols · Peru
1233
+21
🇵🇪 Italians · Peru
1354
-17
🇵🇦 Persians · Panama
1327
-16
Player eAPM Actions Feudal Castle Imperial Opening
53 3,633 9:14 24:14 37:44 ⚔ Archer Rush
46 3,150 8:03 22:49 51:48 ⚔ Scout Rush
39 2,669 8:50 24:36 41:52 ⚔ Scout Rush
27 1,869 9:36 27:31 44:44 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
41,815 25,306 22,025 1,700 90,846 100,096
34,945 24,173 22,290 2,120 83,528 85,484
23,610 27,530 17,480 5,015 73,635 81,081
15,130 9,897 5,800 1,055 31,882 36,460
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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