AoeStats
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Arabia

503587663Analyzed
2v2 RM · 2mo ago on Sep 1, 2026· 53m 59s· 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
🇳🇱 Byzantines · Netherlands
839
+15
🇵🇹 Malay · Portugal
820
+16
vs
🇦🇺 Mongols · Australia
825
-16
🇦🇺 Bulgarians · Australia
816
-15
Player eAPM Actions Feudal Castle Imperial Opening
52 2,819 10:11 21:31 38:56 ⚔ Archer Rush
23 1,223 10:26 23:37 45:08
22 1,162 12:38 24:17 51:24 ⚔ Drush into Skirms
21 1,151 12:41 26:44 42:54 ⚔ Drush into Scouts into Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
24,075 13,681 8,160 1,200 47,116 56,230
16,550 14,875 7,380 3,045 41,850 53,658
16,075 11,470 10,385 1,500 39,430 43,448
12,775 14,093 8,940 2,975 38,783 43,742
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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