AoeStats
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Arabia

513626778Analyzed
2v2 RM · 5d ago on Oct 14, 2026· 54m 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
🇨🇳 Magyars · China
1327
+12
🇩🇪 Sicilians · Germany
1292
+14
vs
🇵🇾 Malians · Paraguay
1249
-13
🇵🇾 Cumans · Paraguay
1232
-13
Player eAPM Actions Feudal Castle Imperial Opening
56 3,017 9:18 24:24 46:33 ⚔ M@A into Skirms
52 2,798 9:35 21:24 42:27 ⚔ Scout Rush
50 2,719 9:13 23:09 43:41 ⚔ Scout Rush
27 1,449 9:19 23:07 38:11 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
35,360 20,504 20,025 2,900 78,789 82,653
30,055 19,981 12,870 2,605 65,511 67,418
20,125 17,627 17,575 3,645 58,972 62,569
20,235 13,815 7,680 2,150 43,880 47,215
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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