AoeStats
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Arabia

510570243Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 64m 9s· 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
🇬🇧 Bulgarians · United Kingdom
904
+18
🇧🇷 Burgundians · Brazil
897
+18
🇦🇷 Portuguese · Argentina
946
-18
🇦🇷 Malians · Argentina
935
-18
Player eAPM Actions Feudal Castle Imperial Opening
34 2,203 10:42 22:58 36:08 ⚔ Scouts into Skirms
31 1,970 11:42 18:48 41:40
31 1,987 10:11 22:42 41:31 ⚔ Scout Rush
16 1,047 10:11 20:00 38:17 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,760 20,670 26,110 3,830 84,370 95,476
28,595 25,645 18,625 3,000 75,865 77,104
24,355 11,328 11,585 3,000 50,268 58,388
19,370 8,488 14,015 2,255 44,128 51,446
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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