AoeStats
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Arabia

505581497Analyzed
2v2 RM · 21d ago on Sep 10, 2026· 54m 52s· 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 · Australia
699
+22
🇦🇺 Byzantines · Australia
675
+22
🇲🇽 Britons · Mexico
632
-13
🇲🇽 Romans · Mexico
601
-12
Player eAPM Actions Feudal Castle Imperial Opening
37 2,043 10:34 22:58 47:27 ⚔ Scout Rush
21 1,167 10:51 23:27 43:05 ⚔ Skirmisher Rush
15 842 12:26 29:34 39:45 ⚔ Archer Rush
12 683 10:55 28:04 53:44 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,320 14,648 15,920 1,500 56,388 66,592
15,855 17,447 9,495 2,060 44,857 48,127
14,185 19,272 4,705 2,875 41,037 44,727
13,700 11,975 4,385 1,845 31,905 34,181
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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