AoeStats
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Arabia

510458861Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 59m 3s· 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
🇦🇷 Persians · Argentina
948
+12
🇨🇴 Slavs · Colombia
914
+40
🇲🇽 Koreans · Mexico
892
-14
🇲🇽 Varangians · Mexico
846
-12
Player eAPM Actions Feudal Castle Imperial Opening
41 2,407 9:59 23:27 39:58 ⚔ Scout Rush
25 1,501 10:55 21:38 —
25 1,503 9:30 20:33 43:39 ⚔ Scout Rush
19 1,149 10:33 26:26 42:02 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
35,890 15,970 19,675 3,450 74,985 94,810
27,270 8,878 15,560 2,900 54,608 58,308
15,400 13,535 6,855 2,900 38,690 41,886
15,425 11,213 4,565 2,350 33,553 34,722
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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