AoeStats
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Arabia

513102407Analyzed
2v2 RM · 6d ago on Oct 12, 2026· 41m 20s· 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
🇨🇱 Vietnamese · Chile
1386
+15
🇨🇱 Persians · Chile
1314
+18
vs
🇦🇷 Vikings · Argentina
1409
-18
🇦🇷 Franks · Argentina
1333
-15
Player eAPM Actions Feudal Castle Imperial Opening
63 2,601 9:24 24:26 38:13 ⚔ Archer Rush
52 2,169 9:36 26:01 — ⚔ Archer Rush
50 2,051 9:12 22:34 — ⚔ Scout Rush
47 1,949 9:28 21:04 39:16 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,225 8,078 9,115 200 34,618 36,351
16,525 9,246 6,445 1,085 33,301 36,903
10,710 11,728 7,695 2,900 33,033 34,245
7,500 10,819 4,875 1,075 24,269 26,805
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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