AoeStats
← TRAP-GAMER-ANT

Arabia

514502902Analyzed
2v2 RM · 11h ago on Oct 18, 2026· 60m 59s· 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
🇨🇱 Teutons · Chile
502
+17
🇸🇪 Varangians · Sweden
463
+19
vs
🇺🇸 Magyars · United States
530
-18
🇺🇸 Japanese · United States
529
-18
Player eAPM Actions Feudal Castle Imperial Opening
59 3,614 10:41 27:49 — ⚔ Scout Rush
29 1,748 15:34 47:05 —
24 1,452 12:25 25:42 46:00 ⚔ Scout Rush
13 765 13:18 26:38 36:57 ⚔ M@A into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
21,745 10,395 11,505 3,260 46,905 52,665
13,935 21,172 5,245 2,105 42,457 43,664
13,210 14,388 4,275 850 32,723 32,860
14,575 6,921 6,115 650 28,261 32,457
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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