AoeStats
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Arabia

511596201Analyzed
2v2 RM · 12d ago on Oct 5, 2026· 43m 30s· 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
🇦🇷 Ethiopians · Argentina
986
+13
🇦🇷 Magyars · Argentina
849
+19
vs
🇩🇰 Danes · Denmark
914
-16
🇩🇰 Magyars · Denmark
913
-16
Player eAPM Actions Feudal Castle Imperial Opening
75 3,243 10:13 22:42 39:09 ⚔ Archers into Scouts
25 1,099 10:21 20:45 39:57 ⚔ Skirmisher Rush
24 1,066 11:36 20:48 39:26 ⚔ FC into Archers
22 945 12:49 17:29 39:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
13,875 11,964 8,665 750 35,254 36,192
14,525 9,796 5,870 3,250 33,441 34,501
12,090 10,342 7,165 2,300 31,897 32,887
8,805 9,937 3,185 1,400 23,327 24,985
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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