AoeStats
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Arabia

503405403Analyzed
2v2 RM · 9d ago on Aug 31, 2026· 49m 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
🇩🇰 Wu · Denmark
1167
+16
🇩🇰 Lithuanians · Denmark
1139
+17
🇨🇳 Koreans · China
1186
-18
🇧🇷 Franks · Brazil
1151
-16
Player eAPM Actions Feudal Castle Imperial Opening
55 2,679 9:33 22:20 39:17 ⚔ M@A FC
43 2,120 8:56 23:22 42:13 ⚔ Scouts into Archers
36 1,748 9:36 23:38 46:31 ⚔ Scout Rush
34 1,650 9:40 21:30 36:47 ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
14,625 16,837 11,510 2,905 45,877 53,061
20,175 8,445 12,170 1,825 42,615 43,622
17,465 8,435 11,415 3,350 40,665 44,321
14,165 14,731 3,685 3,025 35,606 37,575
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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