AoeStats
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Arabia

511600397Analyzed
2v2 RM · 11d ago on Oct 5, 2026· 41m 30s· 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 · Italy
1048
+16
🇬🇧 Huns · United Kingdom
1022
+17
vs
🇩🇪 Saxons · Germany
1048
-17
🇩🇪 Hindustanis · Germany
1040
-16
Player eAPM Actions Feudal Castle Imperial Opening
49 2,041 10:14 22:48 — ⚔ Archer Rush
39 1,605 8:57 20:26 40:21 ⚔ Scouts into Archers into Skirms
38 1,557 12:59 24:23 — ⚔ Archers into Skirms
32 1,338 8:36 19:54 40:49 ⚔ M@A into Archers FC

Resources

Player Food Wood Gold Stone Spent Collected
12,610 13,030 7,060 1,725 34,425 37,175
14,235 11,029 7,905 1,150 34,319 35,269
8,550 10,676 3,735 1,700 24,661 26,140
9,290 8,469 2,075 1,160 20,994 21,281
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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