AoeStats
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Arabia

506140515Analyzed
2v2 RM · 21d ago on Sep 12, 2026· 74m 2s· 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
🇩🇪 Britons · Germany
776
+15
🇨🇭 Khmer · Switzerland
757
+16
🇷🇺 Slavs · Russia
760
-30
🇩🇪 Portuguese · Germany
760
-32
Player eAPM Actions Feudal Castle Imperial Opening
24 1,763 10:46 28:36 43:07 ⚔ Scout Rush
23 1,711 9:44 24:23 43:31 ⚔ Archer Rush
14 1,041 10:34 21:21 37:09
13 942 10:54 25:45 39:39 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,055 24,365 13,610 2,035 67,065 86,306
32,215 20,245 9,635 3,200 65,295 72,750
11,235 20,699 17,240 2,225 51,399 68,312
15,565 13,155 6,670 3,200 38,590 50,402
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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