AoeStats
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Arabia

511333302Analyzed
2v2 RM · 14d ago on Oct 4, 2026· 47m 47s· 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
🇦🇷 Franks · Argentina
1164
+18
🇭🇰 Saracens · Hong Kong SAR China
1142
+18
vs
🇪🇸 Poles · Spain
1199
-18
🇪🇸 Tatars · Spain
1198
-18
Player eAPM Actions Feudal Castle Imperial Opening
52 2,465 10:01 21:26 39:32 ⚔ Scout Rush
44 2,087 9:20 21:53 35:17 ⚔ Archer Rush
36 1,697 10:38 20:07 36:42 ⚔ Archer Rush
28 1,347 9:34 23:42 43:13 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,770 9,997 14,520 2,350 48,637 53,911
17,280 15,523 10,740 1,620 45,163 50,469
11,370 15,393 11,805 2,150 40,718 46,989
22,920 11,340 2,485 1,095 37,840 39,728
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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