AoeStats
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Arabia

507838748Analyzed
2v2 RM · 13d ago on Sep 19, 2026· 65m 19s· 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 · Argentina
403
+19
🇦🇷 Italians · Argentina
382
+19
🇮🇹 Huns · Italy
466
-19
🇺🇸 Byzantines · United States
453
-19
Player eAPM Actions Feudal Castle Imperial Opening
30 1,945 14:55 26:24 36:37 ⚔ Skirmisher Rush
17 1,107 13:57 24:58 37:42 ⚔ Archer Rush
16 1,073 16:19 27:18 46:20 ⚔ Drush
15 1,011 14:32 24:50 38:51 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,550 23,025 9,270 1,725 53,570 65,469
21,200 18,113 9,890 4,300 53,503 59,277
11,940 15,215 10,495 2,050 39,700 53,714
13,595 10,005 7,645 2,750 33,995 39,953
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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