AoeStats
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Arabia

512607236Analyzed
2v2 RM · 9d ago on Oct 10, 2026· 31m 6s· 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
1222
+14
🇦🇷 Hindustanis · Argentina
1221
+14
vs
🇩🇪 Vietnamese · Germany
1176
-14
🇩🇪 Mongols · Germany
1176
-14
Player eAPM Actions Feudal Castle Imperial Opening
57 1,772 9:23 21:41 — ⚔ Scout Rush
53 1,657 8:43 21:43 — ⚔ Scouts into Archers into Skirms
39 1,209 10:36 24:48 — ⚔ Archer Rush
24 750 10:19 21:49 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,735 6,684 5,465 100 25,984 26,841
8,635 5,731 2,990 385 17,741 18,625
6,360 6,267 2,650 200 15,477 16,815
5,275 4,375 670 410 10,730 12,122
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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