AoeStats
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Arabia

508909837Analyzed
2v2 RM · 9d ago on Sep 24, 2026· 71m 50s· 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 · Iceland
435
+23
🇮🇳 Khmer · India
434
+23
🇧🇷 Varangians · Brazil
629
-27
🇧🇷 Byzantines · Brazil
555
-22
Player eAPM Actions Feudal Castle Imperial Opening
31 2,241 11:17 25:17 43:59 ⚔ Scout Rush
12 831 12:34 26:11 61:56 ⚔ Skirmisher Rush
11 756 10:35 28:05 50:45 ⚔ Archer Rush
10 725 14:43 27:34 42:31 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,765 17,752 25,395 3,050 75,962 104,876
26,265 7,311 19,095 1,885 54,556 67,376
19,000 6,300 13,075 2,700 41,075 45,341
14,280 11,655 5,380 1,405 32,720 34,997
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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