AoeStats
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Arabia

508856333Analyzed
2v2 RM · 22d ago on Sep 24, 2026· 35m 27s· 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
1276
+14
🇪🇸 Vietnamese · Spain
1258
+15
vs
🇦🇷 Japanese · Argentina
1251
-15
🇦🇷 Khmer · Argentina
1231
-14
Player eAPM Actions Feudal Castle Imperial Opening
52 1,837 9:43 21:46 — ⚔ Archer Rush
36 1,289 9:52 24:11 — ⚔ Scouts into Skirms
29 1,045 9:17 19:33 34:58 ⚔ M@A FC into Scouts
25 903 10:32 20:23 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,220 8,623 5,280 300 23,423 25,628
12,550 5,458 4,240 200 22,448 25,676
11,065 8,860 790 100 20,815 22,109
8,380 5,039 2,760 1,065 17,244 19,613
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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