AoeStats
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Arabia

512940994Analyzed
2v2 RM · 8d ago on Oct 11, 2026· 47m 2s· 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
🇿🇦 Vietnamese · South Africa
1324
+15
🇿🇦 Berbers · South Africa
1315
+15
vs
🇫🇷 Turks · France
1347
-17
🇧🇪 Vietnamese · Belgium
1247
-13
Player eAPM Actions Feudal Castle Imperial Opening
68 3,189 9:03 21:20 42:04 ⚔ Scout Rush
64 3,017 10:26 15:12 37:01 ⛏ Fast Castle
54 2,548 9:35 24:37 37:01 ⚔ Archer Rush
46 2,148 11:04 26:35 46:15 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,780 9,305 12,035 1,750 43,870 49,288
21,200 12,140 7,860 1,175 42,375 45,082
12,155 12,001 9,270 1,105 34,531 37,699
9,510 10,253 6,560 430 26,753 29,372
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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