AoeStats
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Arabia

515401331Analyzed
2v2 RM · 15d ago on Oct 22, 2026· 33m 58s· 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
🇦🇷 Burgundians · Argentina
1086
+14
🇺🇸 Burmese · United States
1052
+16
vs
🇨🇦 Japanese · Canada
1049
-15
🇨🇦 Mongols · Canada
1044
-15
Player eAPM Actions Feudal Castle Imperial Opening
59 1,998 10:05 14:58 — ⛏ Fast Castle
53 1,812 10:26 25:39 — ⚔ M@A into Scouts into Skirms
42 1,426 9:19 20:09 — ⚔ Archers into Skirms
39 1,329 9:09 30:21 — ⚔ M@A into Archers

Resources

Player Food Wood Gold Stone Spent Collected
9,895 8,253 2,885 100 21,133 23,495
8,690 6,219 920 845 16,674 17,858
6,225 5,014 3,325 875 15,439 17,257
4,450 3,030 1,420 105 9,005 9,106
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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