AoeStats
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Arabia

510802408Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 53m 36s· 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
🇧🇷 Huns · Brazil
1166
+14
🇧🇷 Ethiopians · Brazil
1115
+17
🇨🇿 Armenians · Czechia
1181
-18
1078
-13
Player eAPM Actions Feudal Castle Imperial Opening
43 2,318 9:56 27:16 45:24 ⚔ Archers into Skirms
38 2,045 9:15 27:45 45:00 ⚔ Skirms into Archers
35 1,879 11:27 25:33 47:49 ⚔ Scout Rush
26 1,389 10:40 27:14 47:01 ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
22,150 11,305 14,025 2,475 49,955 54,359
20,660 17,941 5,390 1,725 45,716 47,397
14,510 12,092 11,420 1,630 39,652 44,283
12,615 8,845 3,765 850 26,075 30,248
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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