AoeStats
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Arabia

513874628Analyzed
2v2 RM · 3d ago on Oct 15, 2026· 64m 28s· 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 · Türkiye
1049
+16
🇨🇳 Huns · China
1043
+17
vs
🇷🇴 Vietnamese · Romania
1096
-18
🇯🇪 Byzantines · Jersey
1017
-15
Player eAPM Actions Feudal Castle Imperial Opening
49 3,129 9:28 22:04 33:03 ⚔ Archer Rush
34 2,193 9:47 18:28 33:52 ⚔ FC into Skirms
28 1,809 8:52 20:17 35:39 ⛏ Fast Castle
28 1,794 10:08 20:33 41:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,195 22,942 19,170 3,305 75,612 85,114
26,970 28,348 16,795 3,095 75,208 88,670
32,255 21,737 17,130 3,040 74,162 78,856
32,905 23,388 11,195 2,800 70,288 74,480
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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