AoeStats
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Arabia

509795331Analyzed
2v2 RM · 19d ago on Sep 28, 2026· 42m 30s· 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
🇺🇸 Chinese · United States
1170
+15
🇺🇸 Franks · United States
1137
+17
vs
🇦🇷 Britons · Argentina
1155
-16
🇦🇷 Celts · Argentina
1146
-16
Player eAPM Actions Feudal Castle Imperial Opening
23 968 9:33 18:59 29:51 ⛏ Fast Castle
20 833 10:20 21:37 36:07 ⚔ Archer Rush
20 852 10:16 22:56 37:48 ⚔ Archers into Skirms
16 692 10:29 30:41 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,180 6,790 11,045 1,400 35,415 40,494
15,350 11,720 4,680 950 32,700 42,710
12,725 11,139 5,985 1,525 31,374 34,910
9,010 6,365 1,130 1,260 17,765 20,556
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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