AoeStats
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Arabia

510437401Analyzed
2v2 RM · 1mo ago on Oct 1, 2026· 47m 23s· 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
🇹🇼 Dravidians · Taiwan
1044
+14
🇹🇼 Italians · Taiwan
1037
+14
vs
🇺🇸 Franks · United States
1012
-14
🇺🇸 Turks · United States
986
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 2,082 9:11 22:06 47:12 ⚔ M@A into Skirms
41 1,925 10:07 20:50 38:33 ⚔ Archer Rush
28 1,330 10:32 21:25 — ⚔ M@A into Archers into Skirms
27 1,260 10:24 20:24 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,820 15,958 9,950 1,100 47,828 60,333
20,925 12,579 5,030 1,700 40,234 44,459
14,225 8,149 8,270 100 30,744 34,600
11,150 8,134 3,820 200 23,304 25,714
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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