AoeStats
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Arabia

512856483Analyzed
2v2 RM · 11d ago on Oct 11, 2026· 53m 35s· 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
🇹🇼 Sicilians · Taiwan
960
+14
🇨🇳 Byzantines · China
947
+14
vs
🇰🇿 Jurchens · Kazakhstan
915
-14
🇷🇴 Tatars · Romania
904
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 1,783 12:08 21:21 34:53
28 1,487 11:05 21:42 43:08 ⚔ Scout Rush
17 905 12:05 17:15 40:13 ⚔ FC into Archers
17 887 10:12 23:33 46:08 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,815 23,790 16,095 3,650 71,350 87,056
14,385 16,785 9,445 2,305 42,920 43,193
17,880 12,294 6,500 3,100 39,774 40,954
11,745 9,420 3,890 4,615 29,670 32,690
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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