AoeStats
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Arabia

511606149Analyzed
2v2 RM · 14d ago on Oct 5, 2026· 60m 54s· 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
🇦🇷 Gurjaras · Argentina
867
+14
🇮🇹 Saxons · Italy
859
+15
vs
🇵🇱 Teutons · Poland
864
-16
🇺🇸 Khmer · United States
796
-13
Player eAPM Actions Feudal Castle Imperial Opening
32 1,975 9:08 20:16 34:46 ⚔ Archers into Towers
16 952 13:56 25:25 —
15 902 10:43 24:22 40:25 ⚔ Scout Rush
8 483 11:18 25:10 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,250 11,170 8,035 2,600 33,055 42,077
15,885 6,020 8,155 2,150 32,210 41,929
13,670 11,172 425 2,420 27,687 31,276
6,770 4,435 1,825 1,525 14,555 16,141
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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