AoeStats
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Arabia

510898849Analyzed
2v2 RM · 17h ago on Oct 3, 2026· 28m 7s· 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
🇧🇷 Franks · Brazil
1113
+15
🇺🇸 Berbers · United States
1036
+19
🇲🇽 Persians · Mexico
1162
-20
🇲🇽 Khmer · Mexico
1033
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 1,275 10:12 20:48 — ⚔ Scout Rush
38 1,072 10:28 21:28 — ⚔ Scout Rush
23 650 9:33 21:08 — ⚔ Scout Rush
19 524 12:56 21:32 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
6,615 6,206 2,295 835 15,951 16,147
7,360 5,020 2,195 200 14,775 14,974
7,165 3,690 1,945 100 12,900 13,514
6,255 4,283 1,130 155 11,823 12,008
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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