AoeStats
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Arabia

509277544Analyzed
2v2 RM · 8d ago on Sep 26, 2026· 51m 39s· 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 · Peru
1008
+14
🇵🇪 Bulgarians · Peru
951
+17
🇦🇷 Turks · Argentina
973
-16
🇦🇷 Mongols · Argentina
950
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 2,976 9:55 25:50 44:11 ⚔ Archer Rush
46 2,366 12:13 25:12 38:50 ⚔ Drush into Scouts
45 2,300 9:11 23:42 — ⚔ Archer Rush
34 1,742 10:16 22:39 44:40 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
21,465 12,798 8,080 3,130 45,473 48,969
18,325 16,205 8,280 1,710 44,520 48,660
13,975 11,757 7,340 2,050 35,122 47,556
8,230 8,359 4,075 1,725 22,389 24,418
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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