AoeStats
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Arabia

509769983Analyzed
2v2 RM · 6d ago on Sep 28, 2026· 50m 54s· 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
🇨🇱 Byzantines · Chile
1303
+16
🇨🇱 Mapuche · Chile
1302
+16
🇧🇪 Saxons · Belgium
1315
-16
🇫🇷 Ethiopians · France
1309
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 2,336 10:37 23:22 37:53 ⚔ Archer Rush
35 1,765 10:25 22:31 42:46 ⚔ Scout Rush
35 1,799 9:36 29:33 — ⚔ M@A into Scouts into Archers
23 1,195 11:16 29:27 43:41 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,955 25,122 11,255 3,665 54,997 60,886
23,245 12,839 12,365 3,450 51,899 56,267
15,815 8,221 7,300 1,500 32,836 37,758
10,770 10,829 4,670 905 27,174 27,818
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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