AoeStats
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Arabia

510513473Analyzed
2v2 RM · 20h ago on Oct 1, 2026· 62m 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 · Chile
765
+11
🇨🇱 Malay · Chile
729
+13
🇦🇺 Koreans · Australia
651
-24
🇦🇺 Goths · Australia
651
-24
Player eAPM Actions Feudal Castle Imperial Opening
28 1,748 10:45 22:11 52:19 ⚔ Archers into Skirms
24 1,461 11:09 23:05 — ⚔ Archer Rush
22 1,385 12:16 19:35 59:27 ⛏ Fast Castle
18 1,091 12:23 26:06 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,920 10,957 10,385 2,250 46,512 64,510
27,305 5,925 7,700 1,400 42,330 48,304
16,215 8,157 5,870 2,110 32,352 33,820
8,560 5,755 3,220 1,525 19,060 21,839
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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