AoeStats
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Arabia

503628585Analyzed
2v2 RM · 2mo ago on Sep 1, 2026· 45m 51s· 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
🇳🇴 Burgundians · Norway
920
+18
🇨🇴 Byzantines · Colombia
895
+19
vs
🇩🇰 Britons · Denmark
965
-19
🇬🇧 Bengalis · United Kingdom
954
-18
Player eAPM Actions Feudal Castle Imperial Opening
43 1,994 10:57 22:50 — ⚔ Skirmisher Rush
27 1,258 10:53 20:34 — ⚔ FC into Skirms
21 983 10:17 22:29 33:27 ⚔ Archers into Skirms
11 490 12:17 18:50 32:19 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,470 11,143 5,815 2,075 33,503 35,591
14,935 8,221 8,595 1,650 33,401 38,201
11,865 11,022 1,960 180 25,027 31,777
9,695 7,480 1,825 160 19,160 20,182
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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