AoeStats
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Arabia

503529119Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 65m 9s· 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 · Argentina
927
+16
🇦🇷 Vietnamese · Argentina
900
+17
🇺🇸 Byzantines · United States
984
-19
🇺🇸 Magyars · United States
876
-14
Player eAPM Actions Feudal Castle Imperial Opening
33 2,167 9:49 20:50 41:21 ⚔ Skirmisher Rush
32 2,103 10:13 22:52 43:12 ⚔ Archer Rush
24 1,569 11:13 18:43 37:52 ⛏ Fast Castle
23 1,488 10:09 22:35 36:57 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
46,560 12,310 28,800 1,980 89,650 99,736
28,650 22,513 13,925 2,520 67,608 101,553
25,795 26,265 4,235 2,155 58,450 60,116
18,255 14,525 9,430 2,250 44,460 55,898
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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