AoeStats
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Arabia

511741070Analyzed
2v2 RM · 13d ago on Oct 6, 2026· 47m 5s· 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
🇻🇳 Jurchens · Vietnam
1057
+13
🇻🇳 Magyars · Vietnam
1055
+13
vs
🇺🇸 Romans · United States
1003
-13
🇹🇼 Varangians · Taiwan
997
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 2,168 10:20 18:36 39:41 ⚔ Scout Rush
42 1,966 11:07 22:07 44:26 ⚔ Scout Rush
35 1,627 10:58 20:01 44:37
21 993 11:04 20:23 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,845 13,083 10,395 1,515 44,838 48,588
20,965 11,234 8,375 130 40,704 41,421
13,365 14,092 6,185 2,780 36,422 46,831
8,985 7,375 1,125 1,300 18,785 20,471
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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