AoeStats
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Arabia

515289490Analyzed
2v2 RM · 16d ago on Oct 21, 2026· 47m 2s· 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
🇭🇰 Britons · Hong Kong SAR China
985
+14
🇭🇰 Persians · Hong Kong SAR China
983
+14
vs
🇺🇸 Saxons · United States
958
-44
🇦🇷 Saracens · Argentina
916
-13
Player eAPM Actions Feudal Castle Imperial Opening
49 2,291 10:25 20:45 36:34 ⚔ Scout Rush
36 1,681 10:21 16:22 33:08 ⛏ Fast Castle
29 1,374 11:20 17:46 36:20 ⛏ Fast Castle
17 815 10:21 16:13 32:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,585 13,773 16,325 1,810 58,493 62,111
20,860 17,373 10,775 2,900 51,908 71,670
18,900 13,713 5,500 1,500 39,613 48,392
17,445 10,149 8,800 1,870 38,264 46,140
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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