AoeStats
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Arabia

512013878Analyzed
2v2 RM · 12d ago on Oct 7, 2026· 102m 31s· 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
🇷🇺 Spanish · Russia
899
+51
🇰🇿 Chinese · Kazakhstan
899
+51
vs
🇺🇦 Dravidians · Ukraine
1097
-25
🇩🇪 Slavs · Germany
771
-11
Player eAPM Actions Feudal Castle Imperial Opening
34 3,443 14:10 42:40 70:35 ⚔ Drush into Skirms
32 3,325 10:17 22:03 36:22 ⚔ Archer Rush
29 3,004 10:13 19:59 34:24 ⛏ Fast Castle
24 2,505 9:52 14:19 33:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
60,185 43,706 19,720 5,890 129,501 141,165
34,250 39,143 47,310 4,750 125,453 153,259
58,090 23,561 33,115 4,300 119,066 133,532
34,730 36,978 4,165 1,600 77,473 89,627
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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