AoeStats
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Arabia

513278759Analyzed
2v2 RM · 6d ago on Oct 12, 2026· 48m 40s· 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
🇦🇷 Huns · Argentina
546
+14
🇹🇷 Poles · Türkiye
512
+16
vs
🇺🇸 Tupi · United States
536
-16
🇺🇸 Saxons · United States
485
-14
Player eAPM Actions Feudal Castle Imperial Opening
13 617 12:14 25:21 39:50 ⚔ Archer Rush
13 614 15:24 28:30 — ⚔ Scout Rush
11 554 12:20 22:11 34:19 ⛏ Fast Castle
10 469 15:04 25:42 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,475 15,020 12,140 2,850 43,485 51,798
18,560 11,170 8,035 2,200 39,965 43,268
10,750 8,850 910 1,625 22,135 24,475
10,250 6,627 3,000 855 20,732 24,906
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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