AoeStats
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Arabia

503196737Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 47m 5s· 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 · Colombia
1182
+15
🇳🇱 Inca · Netherlands
1129
+17
🇺🇸 Bulgarians · United States
1164
-16
🇺🇸 Turks · United States
1157
-16
Player eAPM Actions Feudal Castle Imperial Opening
41 1,924 12:08 21:17 42:53
38 1,793 9:48 19:26 38:13 ⚔ Scout Rush
28 1,319 9:25 21:33 37:29 ⚔ Drush FC
24 1,128 11:22 23:45 35:01 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,200 17,336 10,040 2,750 49,326 55,708
14,835 20,376 6,815 1,415 43,441 44,638
21,310 13,284 4,470 3,555 42,619 49,679
21,485 9,684 8,130 3,225 42,524 47,956
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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