AoeStats
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Arabia

514126028Analyzed
2v2 RM · 3d ago on Oct 16, 2026· 45m 43s· 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
🇮🇹 Mongols · Italy
983
+15
🇮🇹 Bulgarians · Italy
982
+15
vs
🇦🇷 Magyars · Argentina
992
-16
🇦🇷 Cumans · Argentina
947
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 1,991 12:09 29:39 42:10 ⚔ Drush into Archers into Skirms
43 1,979 9:54 23:53 — ⚔ Scout Rush
36 1,640 10:59 18:43 36:40 ⚔ Scout Rush
20 923 10:12 30:27 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,715 11,620 10,760 2,505 45,600 50,921
17,585 9,569 5,590 2,350 35,094 38,376
14,450 8,305 3,300 200 26,255 27,760
10,675 8,958 2,325 1,625 23,583 27,528
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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