AoeStats
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Arabia

506174810Analyzed
2v2 RM · 19d ago on Sep 12, 2026· 42m 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
🇧🇷 Vikings · Brazil
1058
+18
🇬🇧 Poles · United Kingdom
1041
+18
🇹🇷 Magyars · Türkiye
1095
-18
🇹🇷 Hindustanis · Türkiye
1093
-18
Player eAPM Actions Feudal Castle Imperial Opening
54 2,267 8:51 22:50 35:54 ⚔ Scout Rush
40 1,680 12:03 19:53 34:28 ⚔ Skirmisher Rush
36 1,512 9:19 22:31 38:24 ⚔ Scouts into Archers into Skirms
30 1,262 9:24 21:07 27:44 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,915 14,774 4,845 1,550 47,084 52,579
12,545 16,940 4,040 950 34,475 36,404
14,565 10,347 5,970 875 31,757 38,352
13,090 9,007 5,740 1,500 29,337 34,722
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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