AoeStats
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Arabia

510413926Analyzed
2v2 RM · 3d ago on Sep 30, 2026· 46m 53s· 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
🇩🇪 Chinese · Germany
1480
+16
🇧🇷 Gurjaras · Brazil
1478
+17
🇦🇷 Varangians · Argentina
1494
-17
🇦🇷 Ethiopians · Argentina
1488
-16
Player eAPM Actions Feudal Castle Imperial Opening
58 2,701 10:06 24:29 45:12 ⚔ Scout Rush
55 2,559 10:33 23:18 38:04 ⚔ Archer Rush
36 1,689 8:42 22:01 35:40 ⚔ Archer Rush
33 1,565 8:53 22:33 41:05 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,205 21,480 12,245 2,600 54,530 64,642
13,635 14,761 12,950 1,725 43,071 46,851
20,510 8,706 11,005 1,530 41,751 45,097
18,690 8,428 7,850 200 35,168 39,049
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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