AoeStats
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Arabia

506034754Analyzed
2v2 RM · 22d ago on Sep 12, 2026· 58m 38s· 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
🇵🇪 Byzantines · Peru
967
+14
🇦🇷 Vietnamese · Argentina
868
+18
🇺🇸 Franks · United States
1011
-20
🇺🇸 Teutons · United States
823
-26
Player eAPM Actions Feudal Castle Imperial Opening
31 1,846 9:48 24:15 35:51 ⚔ Scout Rush
26 1,539 10:47 23:34 38:51 ⚔ Scout Rush
25 1,445 11:18 29:12 38:04
15 871 11:30 28:06 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,000 12,468 21,760 3,045 67,273 79,016
19,065 13,083 8,695 3,350 44,193 47,144
17,985 11,735 2,605 750 33,075 34,129
9,730 14,025 4,455 850 29,060 33,362
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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