AoeStats
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Arabia

511123791Analyzed
2v2 RM · 8d ago on Oct 3, 2026· 69m 24s· 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
🇺🇸 Byzantines · United States
878
+14
🇺🇸 Slavs · United States
846
+15
vs
🇹🇷 Bengalis · Türkiye
841
-15
🇦🇷 Bohemians · Argentina
806
-14
Player eAPM Actions Feudal Castle Imperial Opening
24 1,659 12:27 23:57 38:19 ⚔ Archer Rush
21 1,459 15:06 27:16 51:54 ⚔ Drush into Skirms
18 1,254 10:51 19:28 38:39 ⛏ Fast Castle
12 825 11:06 19:20 43:24 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,260 12,885 16,040 1,690 61,875 76,070
25,520 11,611 19,035 3,625 59,791 82,258
24,450 20,943 4,120 1,250 50,763 59,322
19,705 17,435 7,265 4,150 48,555 51,455
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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