AoeStats
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Arabia

516123713Analyzed
2v2 RM · 12d ago on Oct 25, 2026· 41m 59s· 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 · United States
1069
+13
🇺🇸 Bohemians · United States
1049
+15
vs
🇲🇽 Persians · Mexico
1015
-14
🇨🇱 Vietnamese · Chile
1009
-14
Player eAPM Actions Feudal Castle Imperial Opening
57 2,386 11:12 27:54 41:20 ⚔ Scout Rush
43 1,790 9:10 20:52 — ⚔ Scout Rush
41 1,711 10:45 17:14 — ⛏ Fast Castle
27 1,144 10:13 27:51 — ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
20,790 11,568 11,620 1,600 45,578 47,259
8,725 12,042 5,210 2,150 28,127 32,732
9,625 5,831 2,495 1,600 19,551 21,511
6,610 4,969 3,325 1,300 16,204 18,092
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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