AoeStats
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Arabia

512781824Analyzed
2v2 RM · 4d ago on Oct 11, 2026· 72m 25s· 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
🇦🇷 Huns · Argentina
1034
+17
🇦🇷 Bulgarians · Argentina
1011
+18
vs
🇦🇷 Mongols · Argentina
1065
-19
🇨🇴 Muisca · Colombia
1031
-16
Player eAPM Actions Feudal Castle Imperial Opening
50 3,597 10:57 15:51 44:33 ⛏ Fast Castle
28 2,052 9:30 23:15 36:06 ⚔ Archer Rush
24 1,751 11:06 26:38 41:16 ⚔ Skirmisher Rush
22 1,574 10:11 21:08 50:19 ⚔ Scouts into Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
30,070 26,937 13,960 1,730 72,697 75,692
32,900 15,136 18,555 2,140 68,731 75,296
20,640 22,485 16,930 2,625 62,680 64,298
22,890 10,087 14,635 4,055 51,667 71,513
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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