AoeStats
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Arabia

504339039Analyzed
2v2 RM · 27d ago on Sep 4, 2026· 22m 28s· 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
🇧🇷 Spanish · Brazil
1028
+15
🇺🇸 Jurchens · United States
981
+17
🇨🇷 Vietnamese · Costa Rica
1011
-16
🇨🇷 Franks · Costa Rica
1007
-16
Player eAPM Actions Feudal Castle Imperial Opening
56 1,253 10:15 14:08 — ⛏ Fast Castle
35 776 11:05 18:32 — ⛏ Fast Castle
22 503 11:27 — — ⛏ Fast Castle
18 398 10:22 19:04 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,795 3,640 1,440 100 8,975 8,986
4,075 3,591 350 0 8,016 10,212
4,035 2,930 605 105 7,675 8,907
2,850 2,987 1,080 0 6,917 7,091
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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