AoeStats
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Arabia

503898926Analyzed
2v2 RM · 7d ago on Sep 2, 2026· 52m 29s· 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
🇧🇷 Turks · Brazil
845
+17
🇺🇸 Vietnamese · United States
785
+20
🇧🇷 Vikings · Brazil
898
-20
🇧🇷 Britons · Brazil
844
-17
Player eAPM Actions Feudal Castle Imperial Opening
45 2,350 10:51 16:38 37:12 ⛏ Fast Castle
44 2,308 11:39 25:10 38:02 ⚔ Skirmisher Rush
17 895 10:19 22:06
15 775 13:00 20:20 37:16 ⚔ FC into Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
23,040 10,998 7,605 2,800 44,443 50,720
18,865 13,375 5,575 2,425 40,240 47,908
12,205 13,234 4,380 3,260 33,079 36,675
7,565 9,960 3,785 1,275 22,585 27,203
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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