AoeStats
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Arabia

503248413Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 50m 13s· 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
🇺🇦 Koreans · Ukraine
935
+15
🇵🇪 Huns · Peru
914
+16
🇺🇸 Mongols · United States
950
-17
🇺🇸 Bulgarians · United States
871
-14
Player eAPM Actions Feudal Castle Imperial Opening
22 1,094 9:12 24:30 40:24 ⚔ Scout Rush
19 971 11:02 19:33 32:02 ⛏ Fast Castle
17 861 9:34 21:36 37:01 ⚔ Scout Rush
11 555 11:30 22:57 ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
17,355 14,145 9,720 1,940 43,160 59,462
12,650 17,441 7,485 4,075 41,651 63,342
14,000 14,886 3,935 3,200 36,021 37,829
5,775 4,855 2,135 1,880 14,645 15,564
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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