AoeStats
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Arabia

508695297Analyzed
2v2 RM · 8d ago on Sep 23, 2026· 77m 8s· 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 · Türkiye
1061
+15
🇹🇷 Hindustanis · Türkiye
1059
+15
🇨🇴 Italians · Colombia
1118
-18
🇨🇴 Lithuanians · Colombia
955
-12
Player eAPM Actions Feudal Castle Imperial Opening
53 4,062 8:30 22:33 34:39 ⚔ Scout Rush
43 3,343 10:01 20:31 38:09 ⚔ Scout Rush
38 2,925 9:27 20:58 40:01 ⚔ Scouts into Skirms
32 2,473 9:23 23:10 35:48 ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
89,130 22,335 17,290 1,600 130,355 134,288
56,535 31,983 14,025 3,290 105,833 109,454
38,435 23,591 11,645 1,450 75,121 77,393
33,800 21,485 14,445 2,950 72,680 73,731
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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