AoeStats
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Arabia

511485012Analyzed
2v2 RM · 11d ago on Oct 5, 2026· 36m 0s· 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
🇦🇺 Inca · Australia
1619
+7
🇦🇺 Spanish · Australia
1448
+13
vs
🇳🇿 Vikings · New Zealand
1465
-13
🇨🇳 Bulgarians · China
1305
-7
Player eAPM Actions Feudal Castle Imperial Opening
61 2,185 8:46 21:55 — ⚔ Archer Rush
38 1,375 9:38 23:37 — ⚔ Scout Rush
34 1,220 12:01 18:09 — ⛏ Fast Castle
31 1,132 10:28 24:32 — ⚔ Drush into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
9,285 5,822 3,475 270 18,852 20,385
7,905 7,486 1,905 1,290 18,586 18,740
5,850 6,205 3,075 975 16,105 16,869
5,255 3,808 1,420 100 10,583 11,170
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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