AoeStats
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Arabia

507313988Analyzed
2v2 RM · 15d ago on Sep 17, 2026· 52m 0s· 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
🇧🇷 Magyars · Brazil
681
+14
🇧🇷 Tupi · Brazil
647
+16
🇵🇱 Japanese · Poland
673
-16
🇮🇹 Slavs · Italy
613
-14
Player eAPM Actions Feudal Castle Imperial Opening
21 1,087 11:11 24:21 42:26 ⚔ Scout Rush
20 1,050 12:07 25:42 40:23 ⚔ Champi Rush
17 870 13:51 29:23 41:42
12 645 13:50 31:51 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,470 12,040 9,900 2,355 43,765 44,538
18,660 8,895 8,630 2,685 38,870 47,574
17,450 10,305 5,915 3,090 36,760 38,674
14,805 11,865 1,895 1,235 29,800 32,941
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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