AoeStats
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Arabia

511857089Analyzed
2v2 RM · 12d ago on Oct 6, 2026· 38m 42s· 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
🇲🇽 Khmer · Mexico
1160
+14
🇲🇽 Vietnamese · Mexico
1160
+14
vs
🇧🇴 Franks · Bolivia
1134
-15
🇨🇴 Byzantines · Colombia
1086
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 1,941 10:17 23:31 — ⚔ Archer Rush
38 1,471 10:25 27:33 — ⚔ M@A into Archers into Skirms
37 1,435 9:58 20:07 36:42 ⚔ Scout Rush
30 1,143 10:23 22:54 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,985 5,653 4,555 2,150 25,343 27,146
8,650 9,246 6,590 100 24,586 26,287
11,470 6,979 5,065 850 24,364 24,752
9,325 8,246 2,275 1,530 21,376 23,934
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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