AoeStats
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Arabia

506985537Analyzed
2v2 RM · 15d ago on Sep 16, 2026· 83m 16s· 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
🇺🇸 Ethiopians · United States
1136
+14
🇺🇸 Franks · United States
1135
+14
🇺🇸 Hindustanis · United States
1132
-15
🇺🇸 Magyars · United States
1070
-13
Player eAPM Actions Feudal Castle Imperial Opening
51 4,221 12:02 16:09 44:09 ⛏ Fast Castle
31 2,554 10:06 20:34 40:26 ⚔ Scout Rush
30 2,464 11:21 26:15 57:41 ⚔ Scouts into Skirms
23 1,955 10:06 18:06 45:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
57,065 24,547 17,580 4,330 103,522 114,608
41,265 36,424 18,230 3,650 99,569 103,971
32,800 24,410 12,340 2,475 72,025 76,934
23,070 20,275 9,360 4,360 57,065 58,104
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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