AoeStats
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Arabia

511394510Analyzed
2v2 RM · 13d ago on Oct 4, 2026· 48m 15s· 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 · Colombia
1050
+19
🇲🇽 Mongols · Mexico
1049
+19
vs
🇦🇷 Ethiopians · Argentina
1113
-20
🇦🇷 Magyars · Argentina
1102
-18
Player eAPM Actions Feudal Castle Imperial Opening
55 2,677 10:23 22:35 40:17 ⚔ Archers into Skirms
37 1,766 9:28 21:06 37:29 ⚔ Drush into Archers
27 1,299 9:34 19:51 41:16 ⚔ Scout Rush
26 1,247 10:08 16:19 42:12 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,710 14,716 9,420 2,800 50,646 51,145
13,880 14,929 6,145 1,280 36,234 38,353
13,435 12,287 5,910 1,570 33,202 33,636
13,385 7,871 7,475 2,800 31,531 39,766
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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