AoeStats
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Arabia

511194883Analyzed
2v2 RM · 15d ago on Oct 4, 2026· 29m 3s· 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
🇨🇱 Japanese · Chile
1321
+14
🇨🇱 Magyars · Chile
1312
+14
vs
🇦🇷 Varangians · Argentina
1276
-14
🇦🇷 Saxons · Argentina
1263
-14
Player eAPM Actions Feudal Castle Imperial Opening
50 1,447 9:13 27:46 — ⚔ Archer Rush
42 1,211 9:53 — — ⚔ M@A into Towers into Skirms
41 1,192 8:57 24:00 — ⚔ Scout Rush
34 986 9:40 22:49 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,320 6,147 3,600 0 15,067 15,069
7,545 4,503 1,715 100 13,863 14,128
6,765 3,465 1,450 200 11,880 13,103
4,925 2,780 470 515 8,690 9,696
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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