AoeStats
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Arabia

512816124Analyzed
2v2 RM · 7d ago on Oct 11, 2026· 51m 18s· 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
🇺🇸 Teutons · United States
922
+16
🇳🇵 Magyars · Nepal
921
+16
vs
🇸🇻 Romans · El Salvador
953
-50
🇨🇱 Romans · Chile
890
-15
Player eAPM Actions Feudal Castle Imperial Opening
41 2,129 11:06 25:11 39:57 ⚔ Scout Rush
27 1,382 24:25 30:38 — ⛏ Fast Castle
20 1,016 9:54 29:55 — ⛏ Fast Castle
15 749 10:17 33:35 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,200 12,818 9,195 1,625 37,838 43,563
16,970 7,100 5,400 1,660 31,130 36,532
12,170 9,197 5,370 1,200 27,937 32,038
4,715 3,184 580 200 8,679 9,443
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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