AoeStats
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Arabia

507119485Analyzed
2v2 RM · 15d ago on Sep 16, 2026· 45m 32s· 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 · Brazil
1549
+19
🇧🇪 Dravidians · Belgium
1508
+20
🇨🇱 Saracens · Chile
1639
-21
🇦🇷 Goths · Argentina
1566
-18
Player eAPM Actions Feudal Castle Imperial Opening
62 2,811 9:55 23:49 — ⚔ Archer Rush
59 2,673 8:55 23:17 45:15 ⚔ M@A into Archers into Skirms
46 2,095 9:17 25:23 41:44 ⚔ M@A into Scouts
43 1,965 9:24 22:59 43:35 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,825 12,487 9,980 1,600 41,892 44,465
17,560 10,519 6,570 2,305 36,954 37,644
14,730 12,032 6,690 2,875 36,327 38,351
9,875 11,741 7,485 200 29,301 30,877
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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