AoeStats
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Arabia

514510996Analyzed
2v2 RM · 1d ago on Oct 18, 2026· 47m 26s· 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
🇺🇸 Romans · United States
1480
+14
🇸🇬 Franks · Singapore
1450
+16
vs
🇦🇷 Varangians · Argentina
1457
-16
🇦🇷 Japanese · Argentina
1428
-14
Player eAPM Actions Feudal Castle Imperial Opening
53 2,495 9:17 22:57 38:48 ⚔ M@A Rush
53 2,521 9:10 23:11 40:58 ⚔ Scout Rush
38 1,799 10:40 24:53 41:56 ⚔ M@A Rush
36 1,696 8:45 — — ⚔ M@A into Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
21,485 11,790 12,195 850 46,320 51,758
24,270 14,269 6,235 1,500 46,274 47,865
21,550 11,303 7,240 2,600 42,693 44,601
4,595 4,620 2,455 0 11,670 14,260
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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