AoeStats
← Charlson

Arabia

503446638Analyzed
2v2 RM · 4d ago on Aug 31, 2026· 53m 2s· 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 · China
722
+16
🇲🇽 Japanese · Mexico
713
+17
🇵🇱 Burgundians · Poland
794
-19
🇵🇪 Inca · Peru
663
-14
Player eAPM Actions Feudal Castle Imperial Opening
Charlson Khmer
47 2,507 13:06 16:44 41:42 ⛏ Fast Castle
jeinsgon Inca
45 2,372 14:04 18:56 40:40 ⛏ Fast Castle
Itacate Japanese
24 1,288 11:18 17:42 ⛏ Fast Castle
Messi [10] Burgundians
15 788 14:51 21:56 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,655 26,159 11,225 3,620 62,659 68,211
24,400 15,741 14,455 3,215 57,811 62,340
12,050 9,990 4,545 2,135 28,720 28,937
8,190 5,993 3,890 2,240 20,313 20,712
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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