AoeStats
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Arabia

510006074Analyzed
2v2 RM · 3d ago on Sep 29, 2026· 43m 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
🇺🇸 Magyars · United States
1029
+15
🇺🇸 Persians · United States
991
+17
🇨🇴 Malay · Colombia
1022
-16
🇨🇴 Spanish · Colombia
999
-16
Player eAPM Actions Feudal Castle Imperial Opening
33 1,418 8:48 22:30 — ⚔ Scout Rush
28 1,188 10:01 22:32 39:02 ⚔ Scout Rush
16 680 11:51 24:33 34:47 ⚔ Archer Rush
16 697 11:26 16:36 33:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,025 15,326 7,855 1,600 38,806 42,930
14,540 10,662 4,475 850 30,527 32,631
12,925 7,100 4,390 3,060 27,475 32,480
11,085 6,457 1,405 200 19,147 19,625
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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