AoeStats
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Arabia

514388407Analyzed
2v2 RM · 3d ago on Oct 17, 2026· 44m 11s· 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
🇹🇷 Japanese · Türkiye
1045
+11
🇹🇷 Franks · Türkiye
855
+19
vs
🇭🇷 Japanese · Croatia
931
-29
🇭🇷 Ethiopians · Croatia
929
-29
Player eAPM Actions Feudal Castle Imperial Opening
56 2,495 10:34 26:51 — ⚔ Archers into Scouts
47 2,055 11:37 18:16 — ⛏ Fast Castle
40 1,772 10:30 20:05 — ⚔ Archer Rush
28 1,255 9:59 24:39 43:45 ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
13,570 14,478 8,485 780 37,313 40,756
14,925 10,272 5,390 950 31,537 38,807
10,360 8,697 4,150 1,530 24,737 28,378
8,730 8,601 2,495 955 20,781 23,740
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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