AoeStats
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Arabia

504096818Analyzed
2v2 RM · 5d ago on Sep 3, 2026· 43m 24s· 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
🇲🇽 Slavs · Mexico
954
+12
🇲🇽 Romans · Mexico
783
+21
🇺🇸 Vietnamese · United States
926
-19
🇺🇸 Franks · United States
814
-14
Player eAPM Actions Feudal Castle Imperial Opening
55 2,397 9:28 21:09 ⚔ Archer Rush
33 1,430 12:19 17:45 39:04
17 751 10:41 21:31
17 732 11:36 24:50 41:00 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,135 9,560 7,105 1,500 38,300 42,644
11,550 11,658 4,885 1,600 29,693 35,434
11,645 10,265 3,750 1,780 27,440 30,127
10,880 6,932 5,955 910 24,677 28,280
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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