AoeStats
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Arabia

513320704Analyzed
2v2 RM · 7d ago on Oct 13, 2026· 63m 52s· 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
🇲🇽 Saxons · Mexico
1011
+14
🇲🇽 Franks · Mexico
985
+15
vs
🇺🇸 Ethiopians · United States
970
-15
🇺🇸 Malay · United States
960
-14
Player eAPM Actions Feudal Castle Imperial Opening
43 2,759 10:09 21:33 40:55
35 2,248 10:10 20:50 33:15 ⛏ Fast Castle
22 1,411 10:52 16:42 39:19 ⚔ Archer Rush
21 1,322 11:10 20:39 43:49 ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
20,220 24,165 15,695 4,190 64,270 94,403
33,560 13,222 13,715 2,545 63,042 63,427
31,570 12,555 14,685 1,900 60,710 63,931
19,690 14,685 16,535 4,015 54,925 66,874
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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