AoeStats
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Arabia

516656197Analyzed
2v2 RM · 8d ago on Oct 27, 2026· 78m 28s· 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
🇺🇸 Franks · United States
1032
+13
🇺🇸 Mongols · United States
1008
+14
vs
🇺🇸 Spanish · United States
968
-14
🇲🇽 Varangians · Mexico
966
-13
Player eAPM Actions Feudal Castle Imperial Opening
39 3,067 12:48 20:55 44:48
23 1,776 10:53 16:21 44:52 ⚔ FC into Skirms
20 1,538 10:40 26:35 — ⚔ M@A into Archers into Towers
19 1,509 11:51 21:18 44:43 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
32,595 37,936 23,695 2,715 96,941 113,630
36,460 17,427 25,315 5,105 84,307 90,820
28,545 13,420 18,840 4,100 64,905 66,595
10,745 9,130 6,145 3,135 29,155 30,159
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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