AoeStats
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Arabia

510071849Analyzed
2v2 RM · 19d ago on Sep 29, 2026· 59m 18s· 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 · Australia
1183
+12
🇦🇺 Japanese · Australia
1087
+16
vs
🇵🇱 Chinese · Poland
1107
-15
🇸🇪 Franks · Sweden
1072
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 2,049 11:33 15:46 34:15 ⛏ Fast Castle
27 1,582 10:16 24:12 52:10 ⚔ M@A Rush
27 1,585 10:27 26:10 — ⚔ Scout Rush
21 1,274 10:32 19:06 36:06 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,910 12,749 9,950 2,025 58,634 61,777
24,205 16,892 12,795 2,900 56,792 63,728
13,125 20,645 16,280 2,150 52,200 58,163
17,630 9,340 5,100 850 32,920 32,841
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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