AoeStats
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Arabia

513071908Analyzed
2v2 RM · 5d ago on Oct 12, 2026· 53m 13s· 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 · Peru
996
+15
🇺🇸 Ethiopians · United States
971
+35
vs
🇺🇸 Byzantines · United States
973
-16
🇺🇸 Vikings · United States
960
-15
Player eAPM Actions Feudal Castle Imperial Opening
77 4,113 10:11 22:20 33:53 ⚔ Scout Rush
35 1,869 9:55 20:49 44:02 ⚔ Skirmisher Rush
23 1,218 10:41 22:06 43:46 ⚔ M@A Rush
18 981 10:18 24:11 39:46 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,065 11,693 9,220 1,895 43,873 45,663
16,805 15,343 8,730 2,250 43,128 47,510
14,475 12,074 13,935 2,150 42,634 45,139
16,140 13,605 6,465 2,150 38,360 40,609
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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