AoeStats
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Arabia

503170185Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 50m 10s· 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
🇹🇼 Ethiopians · Taiwan
1223
+16
🇨🇴 Persians · Colombia
1208
+16
🇳🇱 Persians · Netherlands
1216
-16
🇳🇱 Ethiopians · Netherlands
1213
-16
Player eAPM Actions Feudal Castle Imperial Opening
45 2,274 9:25 24:35 46:03 ⚔ Archer Rush
44 2,206 10:15 28:34 42:23 ⚔ Archer Rush
40 2,025 9:25 21:12 49:39 ⚔ Scouts into Skirms
31 1,579 9:43 24:11 40:14 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,425 10,435 14,375 2,065 56,300 63,336
22,210 14,839 13,180 2,900 53,129 58,620
13,695 14,747 11,085 1,710 41,237 43,435
12,155 15,398 9,575 1,150 38,278 43,460
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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