AoeStats
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Arabia

509010975Analyzed
2v2 RM · 6d ago on Sep 25, 2026· 60m 34s· 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
🇦🇷 Saracens · Argentina
1085
+14
🇦🇷 Japanese · Argentina
1073
+14
🇺🇸 Mongols · United States
1050
-14
🇺🇸 Huns · United States
1026
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 2,691 8:25 19:24 51:03 ⚔ Scout Rush
43 2,585 9:57 20:27 48:29
42 2,556 10:44 25:06 36:45 ⚔ M@A into Skirms
21 1,271 10:58 32:57 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,805 23,635 13,630 3,500 68,570 79,601
30,245 22,468 10,135 4,850 67,698 70,881
14,160 11,798 6,940 3,650 36,548 40,433
5,745 4,968 1,850 300 12,863 12,877
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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