AoeStats
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Arabia

510222902Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 29m 14s· 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
1050
+15
🇦🇷 Franks · Argentina
1036
+15
🇺🇸 Persians · United States
1049
-16
🇵🇹 Mapuche · Portugal
1005
-14
Player eAPM Actions Feudal Castle Imperial Opening
47 1,376 10:27 24:14 — ⚔ Archer Rush
23 660 10:49 24:35 — ⚔ Scout Rush
17 501 10:57 21:45 — ⚔ Scouts into Archers
16 479 10:22 28:38 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,400 6,749 1,030 325 15,504 15,705
5,175 5,961 3,425 0 14,561 15,329
8,035 4,028 1,620 100 13,783 15,303
5,055 4,387 300 295 10,037 10,457
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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