AoeStats
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Arabia

503701995Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 32m 42s· 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
1093
+17
🇧🇷 Ethiopians · Brazil
1093
+17
🇪🇸 Vietnamese · Spain
1177
-20
🇺🇸 Byzantines · United States
1073
-15
Player eAPM Actions Feudal Castle Imperial Opening
61 2,000 9:19 21:26 ⚔ Scout Rush
30 982 11:06 22:29 ⚔ Skirmisher Rush
27 888 10:47 22:17 ⚔ Skirmisher Rush
26 858 10:31 25:01 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
12,220 5,445 6,750 115 24,530 25,449
7,975 6,955 1,895 100 16,925 18,730
7,420 7,226 595 1,215 16,456 17,958
8,380 6,613 1,115 180 16,288 18,635
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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