AoeStats
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Arabia

514548946Analyzed
2v2 RM · 9h ago on Oct 18, 2026· 42m 46s· 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
🇪🇸 Vietnamese · Spain
1040
+17
🇹🇷 Mongols · Türkiye
1028
+18
vs
🇦🇺 Ethiopians · Australia
1071
-18
🇸🇬 Persians · Singapore
1064
-17
Player eAPM Actions Feudal Castle Imperial Opening
51 2,162 9:21 22:58 38:31 ⚔ Skirmisher Rush
49 2,088 10:39 19:58 38:25 ⚔ Archer Rush
41 1,739 9:34 20:19 — ⚔ Archers into Skirms
28 1,209 10:22 23:55 41:23 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,655 14,107 9,360 850 38,972 40,899
15,300 13,910 5,370 1,600 36,180 39,981
13,075 9,483 3,480 1,630 27,668 31,751
10,505 7,095 4,840 1,525 23,965 24,790
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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