AoeStats
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Arabia

511337293Analyzed
2v2 RM · 14d ago on Oct 4, 2026· 131m 6s· 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 · Ukraine
764
+17
🇨🇳 Huns · China
756
+18
vs
🇬🇧 Spanish · United Kingdom
916
-39
🇦🇷 Shu · Argentina
667
-12
Player eAPM Actions Feudal Castle Imperial Opening
31 4,104 10:46 21:26 38:32 ⚔ Skirmisher Rush
25 3,297 9:57 18:21 42:52 ⛏ Fast Castle
20 2,684 10:50 22:34 36:27 ⚔ Skirmisher Rush
20 2,672 12:42 19:25 36:30 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
66,940 31,604 53,975 5,475 157,994 177,757
48,700 52,635 30,570 2,625 134,530 138,229
54,270 41,212 25,650 3,780 124,912 173,443
46,690 24,290 31,690 3,400 106,070 115,345
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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