AoeStats
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Arabia

511458017Analyzed
2v2 RM · 8d ago on Oct 5, 2026· 45m 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
🇦🇷 Magyars · Argentina
976
+16
🇦🇷 Mongols · Argentina
976
+16
vs
🇲🇽 Malians · Mexico
1020
-18
🇪🇨 Saxons · Ecuador
930
-14
Player eAPM Actions Feudal Castle Imperial Opening
31 1,407 9:23 28:08 43:03 ⚔ Scouts into Archers
23 1,018 11:00 38:25 — ⚔ M@A Rush
21 926 10:27 24:45 40:28 ⚔ Scout Rush
19 846 10:28 26:04 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,785 10,245 4,115 2,150 29,295 34,964
13,585 7,406 4,885 850 26,726 33,774
10,000 5,780 2,765 2,700 21,245 21,791
6,275 3,424 775 1,445 11,919 12,051
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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