AoeStats
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Arabia

503726338Analyzed
2v2 RM · 2mo ago on Sep 2, 2026· 48m 45s· 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
🇧🇷 Japanese · Brazil
853
+28
🇧🇷 Persians · Brazil
830
+18
vs
🇲🇽 Aztecs · Mexico
903
-19
🇲🇽 Mongols · Mexico
864
-46
Player eAPM Actions Feudal Castle Imperial Opening
25 1,209 9:36 21:43 — ⚔ Scouts into Archers
24 1,152 9:25 22:16 39:31 ⚔ Scout Rush
23 1,139 9:27 24:36 — ⚔ M@A into Archers
23 1,129 9:23 27:53 — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
15,570 7,214 6,245 1,645 30,674 36,059
10,515 10,684 2,730 100 24,029 27,605
8,625 7,080 3,400 990 20,095 22,751
8,475 4,706 2,105 385 15,671 17,285
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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