AoeStats
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Arabia

503512788Analyzed
2v2 RM · 9d ago on Sep 1, 2026· 97m 14s· 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 · Spain
843
+15
🇵🇪 Gurjaras · Peru
833
+16
🇦🇷 Bulgarians · Argentina
893
-19
🇺🇸 Maya · United States
772
-13
Player eAPM Actions Feudal Castle Imperial Opening
31 2,970 13:14 26:04 40:30 ⚔ Archer Rush
23 2,254 10:47 23:43 40:54 ⛏ Fast Castle
22 2,152 9:35 23:01 51:02 ⛏ Fast Castle
16 1,585 11:23 30:46 48:39 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
40,830 49,425 29,925 7,365 127,545 138,519
34,235 21,498 34,085 5,100 94,918 101,590
39,610 16,744 18,315 2,395 77,064 104,876
25,085 16,128 16,815 6,015 64,043 67,551
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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