AoeStats
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Arabia

510467250Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 57m 9s· 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 · Mexico
1044
+15
🇦🇷 Persians · Argentina
1044
+15
🇦🇷 Berbers · Argentina
1058
-16
🇦🇷 Ethiopians · Argentina
1003
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 2,600 9:59 23:14 44:07 ⚔ Skirmisher Rush
43 2,449 11:17 26:24 50:26 ⚔ Archers into Scouts
40 2,301 9:59 21:46 39:08
38 2,177 9:03 19:18 45:48 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,325 16,962 17,065 1,925 61,277 69,177
25,320 15,149 13,175 3,750 57,394 59,691
15,890 17,918 13,360 2,655 49,823 58,146
20,410 11,100 11,355 1,390 44,255 45,257
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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