AoeStats
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Arabia

513655360Analyzed
2v2 RM · 6d ago on Oct 14, 2026· 50m 12s· 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
🇦🇷 Vikings · Argentina
1168
+14
🇦🇷 Franks · Argentina
1164
+15
vs
🇺🇸 Spanish · United States
1207
-18
🇺🇸 Mongols · United States
1057
-11
Player eAPM Actions Feudal Castle Imperial Opening
43 2,138 9:40 20:44 44:20 ⚔ Scout Rush
34 1,717 8:44 20:55 42:40 ⚔ Scout Rush
29 1,467 10:12 24:14 36:13 ⚔ Archer Rush
27 1,372 10:18 14:46 47:13 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
23,445 11,904 14,195 4,855 54,399 61,446
14,395 15,543 11,490 310 41,738 41,835
16,245 10,165 10,095 1,050 37,555 41,961
11,680 6,643 4,060 850 23,233 26,753
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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