AoeStats
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Arabia

507787538Analyzed
2v2 RM · 13d ago on Sep 19, 2026· 50m 21s· 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
🇧🇷 Magyars · Brazil
789
+16
🇧🇷 Mongols · Brazil
775
+17
🇹🇷 Persians · Türkiye
915
-70
🇰🇿 Koreans · Kazakhstan
662
-20
Player eAPM Actions Feudal Castle Imperial Opening
32 1,613 13:03 27:15 45:16 ⚔ Scout Rush
31 1,554 13:45 28:34 — ⚔ Skirms into Archers
28 1,434 10:33 25:59 43:40 ⚔ Scout Rush
14 713 13:05 28:28 — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
19,550 16,957 8,570 3,360 48,437 60,907
15,390 8,425 6,810 1,860 32,485 34,475
10,860 9,840 3,820 2,420 26,940 38,078
10,655 4,090 2,310 845 17,900 18,942
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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