AoeStats
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Arabia

503289626Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 103m 49s· 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
🇦🇲 Georgians · Armenia
1132
+13
🇦🇲 Japanese · Armenia
944
+47
🇺🇸 Huns · United States
1078
-18
🇺🇸 Vikings · United States
1066
-17
Player eAPM Actions Feudal Castle Imperial Opening
33 3,437 11:06 24:53 45:49 ⚔ Scout Rush
32 3,355 8:24 22:25 49:58 ⚔ Scout Rush
21 2,191 11:59 26:29 57:56 ⚔ M@A Rush
19 1,985 13:06 23:44 39:04 ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
76,285 36,312 29,380 2,250 144,227 151,855
58,650 47,603 21,625 5,525 133,403 142,938
37,790 42,800 15,245 2,025 97,860 101,183
34,825 11,609 20,150 4,250 70,834 74,313
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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