AoeStats
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Arabia

503750909Analyzed
2v2 RM · 8d ago on Sep 2, 2026· 130m 38s· 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
🇦🇷 Byzantines · Argentina
1051
+17
🇦🇷 Mongols · Argentina
1047
+17
🇺🇸 Saracens · United States
1067
-17
🇺🇸 Georgians · United States
1067
-17
Player eAPM Actions Feudal Castle Imperial Opening
44 5,802 9:55 22:30 39:33 ⚔ Skirmisher Rush
26 3,397 10:56 15:26 34:31 ⚔ Archers FC
26 3,360 11:07 21:13 40:42
16 2,123 9:11 22:12 41:16 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
98,000 32,218 42,085 4,825 177,128 181,979
62,665 78,129 21,530 5,290 167,614 175,822
89,650 49,077 19,385 4,000 162,112 172,040
90,715 33,438 27,005 3,590 154,748 187,930
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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