AoeStats
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Arabia

508066608Analyzed
2v2 RM · 13d ago on Sep 20, 2026· 60m 30s· 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 · Türkiye
905
+18
🇹🇷 Ethiopians · Türkiye
891
+19
🇸🇰 Romans · Slovakia
983
-19
🇸🇰 Lithuanians · Slovakia
930
-18
Player eAPM Actions Feudal Castle Imperial Opening
70 4,266 11:41 22:35 47:50 ⚔ Archer Rush
37 2,223 12:37 19:50 40:27
28 1,685 10:29 25:08 52:47 ⚔ Scouts into Archers into Skirms
21 1,287 11:58 25:20 39:26 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
44,510 18,362 11,050 2,710 76,632 83,286
24,940 15,145 15,295 3,085 58,465 59,250
21,655 17,965 13,640 4,270 57,530 60,549
10,035 7,010 5,140 1,910 24,095 25,867
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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