AoeStats
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Arabia

512240976Analyzed
2v2 RM · 10d ago on Oct 8, 2026· 30m 45s· 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
🇮🇳 Mongols · India
1256
+15
🇮🇳 Khmer · India
1239
+15
vs
🇪🇸 Vikings · Spain
1231
-15
🇪🇸 Wei · Spain
1231
-15
Player eAPM Actions Feudal Castle Imperial Opening
71 2,172 8:49 21:30 — ⚔ Scout Rush
44 1,350 9:26 19:39 — ⚔ M@A Rush
42 1,294 9:03 20:45 — ⚔ Scouts into Archers
36 1,100 9:09 24:16 —

Resources

Player Food Wood Gold Stone Spent Collected
7,370 6,961 4,185 100 18,616 18,886
7,025 6,234 3,965 0 17,224 18,525
6,765 5,858 1,295 200 14,118 17,028
5,370 4,014 685 0 10,069 11,856
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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