AoeStats
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Arabia

512217455Analyzed
2v2 RM · 11d ago on Oct 8, 2026· 63m 44s· 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
🇪🇸 Vikings · Spain
1195
+11
🇪🇸 Chinese · Spain
905
+22
vs
🇪🇸 Ethiopians · Spain
1069
-17
🇧🇪 Gurjaras · Belgium
1053
-40
Player eAPM Actions Feudal Castle Imperial Opening
57 3,623 9:34 23:01 41:59 ⚔ Archer Rush
42 2,662 11:53 17:42 37:09 ⚔ FC into Archers into Skirms
33 2,100 10:47 21:41 37:47 ⛏ Fast Castle
24 1,515 10:39 29:06 46:39 ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
22,475 36,936 17,570 4,890 81,871 101,407
25,390 28,478 18,430 3,145 75,443 96,019
10,950 21,700 17,215 2,700 52,565 70,359
22,090 12,834 5,950 2,275 43,149 48,396
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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