AoeStats
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Arabia

503733433Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 53m 35s· 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
🇧🇷 Ethiopians · Brazil
1311
+14
🇦🇷 Huns · Argentina
1265
+16
🇵🇪 Vikings · Peru
1292
-16
🇨🇱 Berbers · Chile
1235
-14
Player eAPM Actions Feudal Castle Imperial Opening
100 5,336 9:54 23:56 44:32 ⚔ Archer Rush
58 3,098 8:58 21:29 48:29 ⚔ Scout Rush
45 2,414 9:02 25:40 43:32 ⚔ Archer Rush
37 1,982 9:22 26:21 44:59 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,270 21,972 15,325 2,310 60,877 65,636
12,740 15,072 11,220 2,355 41,387 50,774
16,795 14,135 8,465 1,375 40,770 42,768
17,655 10,072 8,925 2,625 39,277 40,749
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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