AoeStats
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Arabia

516753003Analyzed
2v2 RM · 10d ago on Oct 27, 2026· 34m 44s· 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
🇩🇪 Ethiopians · Germany
1332
+14
🇧🇷 Varangians · Brazil
1326
+14
vs
🇦🇷 Vietnamese · Argentina
1301
-14
🇹🇼 Armenians · Taiwan
1276
-14
Player eAPM Actions Feudal Castle Imperial Opening
60 2,070 11:12 21:18 — ⚔ M@A Rush
55 1,900 12:32 — — ⚔ M@A into Skirms into Archers
53 1,842 14:07 26:51 — ⚔ Archer Rush
37 1,283 9:29 21:21 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,705 6,115 2,535 850 16,205 17,295
5,575 6,830 3,570 120 16,095 17,768
8,040 6,315 1,200 100 15,655 19,310
3,500 3,320 740 125 7,685 8,499
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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