AoeStats
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Arabia

509258551Analyzed
2v2 RM · 23d ago on Sep 26, 2026· 63m 44s· 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
🇦🇷 Malians · Argentina
1042
+12
🇦🇷 Khmer · Argentina
926
+17
vs
🇨🇴 Vietnamese · Colombia
964
-15
🇧🇷 Sicilians · Brazil
944
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 2,120 9:43 22:27 49:33 ⚔ M@A into Archers
26 1,651 10:41 23:56 27:08 ⚔ Archers into Fast Imp
24 1,528 13:14 26:16 48:28 ⚔ Skirmisher Rush
14 893 10:02 17:27 51:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,775 20,714 8,660 3,325 57,474 58,596
21,730 17,333 12,015 2,410 53,488 72,650
20,290 12,726 9,615 2,900 45,531 61,486
12,305 10,230 4,955 2,275 29,765 32,660
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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