AoeStats
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Arabia

506925380Analyzed
2v2 RM · 16d ago on Sep 15, 2026· 103m 50s· 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
🇧🇷 Slavs · Brazil
591
+17
🇵🇹 Britons · Portugal
563
+18
🇮🇱 Portuguese · Israel
614
-18
🇮🇱 Byzantines · Israel
591
-17
Player eAPM Actions Feudal Castle Imperial Opening
42 4,314 9:33 27:23 40:03 ⚔ Scout Rush
33 3,392 10:54 20:13 36:48 ⚔ FC into Archers
17 1,794 10:19 18:49 34:15 ⛏ Fast Castle
11 1,160 11:28 24:31 41:58 ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
41,515 37,145 23,810 8,325 110,795 140,579
59,410 16,728 14,800 4,100 95,038 167,891
40,470 30,400 18,790 3,905 93,565 109,485
15,970 26,745 22,690 4,150 69,555 76,340
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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