AoeStats
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Arabia

510375445Analyzed
2v2 RM · 27d ago on Sep 30, 2026· 40m 8s· 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
🇨🇾 Inca · Cyprus
855
+17
🇨🇾 Persians · Cyprus
832
+18
vs
🇧🇷 Saxons · Brazil
941
-20
🇧🇷 Italians · Brazil
820
-26
Player eAPM Actions Feudal Castle Imperial Opening
36 1,442 10:57 26:05 — ⚔ Champi Rush
31 1,229 9:58 37:59 — ⚔ Archer Rush
23 911 10:58 19:49 — ⚔ M@A FC
19 747 11:20 32:36 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,160 5,290 2,180 1,675 20,305 22,399
5,525 4,164 615 2,520 12,824 16,376
5,555 3,941 1,040 2,265 12,801 16,145
3,300 2,685 385 350 6,720 7,147
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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