AoeStats
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Arabia

505051325Analyzed
2v2 RM · 25d ago on Sep 7, 2026· 73m 33s· 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
🇮🇹 Franks · Italy
701
+17
🇮🇹 Persians · Italy
662
+19
🇧🇷 Ethiopians · Brazil
721
-18
🇧🇷 Vietnamese · Brazil
718
-18
Player eAPM Actions Feudal Castle Imperial Opening
35 2,565 10:18 23:16 45:55 ⚔ Archer Rush
31 2,266 10:29 26:20 46:24 ⚔ Skirms into Archers
18 1,314 10:41 23:07 41:15 ⚔ Scout Rush
11 812 12:21 21:53 42:40 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,975 24,864 15,785 2,475 68,099 70,002
22,155 19,395 23,435 2,700 67,685 76,445
27,725 13,285 14,020 2,900 57,930 77,333
17,945 19,109 9,540 1,675 48,269 51,960
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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