AoeStats
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Arabia

503249099Analyzed
2v2 RM · 8d ago on Aug 30, 2026· 47m 44s· 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
🇹🇷 Khmer · Türkiye
924
+15
🇨🇱 Gurjaras · Chile
858
+18
🇬🇧 Magyars · United Kingdom
967
-19
🇲🇽 Portuguese · Mexico
831
-13
Player eAPM Actions Feudal Castle Imperial Opening
31 1,467 9:37 21:02 41:30 ⚔ Scout Rush
26 1,218 10:03 20:30 38:56 ⚔ Skirmisher Rush
22 1,048 9:27 24:14 46:54 ⚔ Scout Rush
16 785 9:51 22:10 45:13 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
15,355 16,658 11,820 2,900 46,733 50,116
18,645 13,902 6,780 1,800 41,127 45,148
18,255 9,227 11,300 180 38,962 42,823
10,540 8,429 5,870 975 25,814 28,216
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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