AoeStats
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Arabia

507585984Analyzed
2v2 RM · 13d ago on Sep 18, 2026· 84m 0s· 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
🇲🇽 Japanese · Mexico
424
+18
🇧🇷 Koreans · Brazil
399
+19
🇳🇱 Gurjaras · Netherlands
472
-19
🇳🇱 Koreans · Netherlands
457
-18
Player eAPM Actions Feudal Castle Imperial Opening
17 1,434 10:45 37:31 61:43 ⚔ Tower Rush
13 1,119 12:26 27:23 61:37 ⚔ Skirms into Archers
10 861 12:15 23:31 33:50 ⛏ Fast Castle
7 596 12:20 26:49 37:54 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,075 18,353 20,475 2,930 68,833 85,165
29,485 14,085 19,340 4,400 67,310 96,103
17,475 30,442 13,405 2,940 64,262 85,115
18,560 6,177 7,875 2,650 35,262 46,139
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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