AoeStats
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Arabia

513627146Analyzed
2v2 RM · 4d ago on Oct 14, 2026· 65m 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
🇹🇼 Turks · Taiwan
1047
+17
🇹🇼 Inca · Taiwan
1039
+17
vs
🇻🇳 Magyars · Vietnam
1070
-17
🇻🇳 Spanish · Vietnam
1060
-17
Player eAPM Actions Feudal Castle Imperial Opening
40 2,607 9:01 21:09 40:20 ⚔ Scout Rush
32 2,104 10:48 16:55 36:17 ⛏ Fast Castle
32 2,080 10:12 16:19 38:50 ⛏ Fast Castle
25 1,647 9:45 20:02 38:23 ⚔ Champis into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
25,360 14,590 21,340 1,400 62,690 64,405
27,045 17,079 9,525 860 54,509 60,942
25,590 16,658 7,615 2,650 52,513 55,085
17,765 18,976 8,740 1,450 46,931 51,006
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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