AoeStats
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Arabia

503684695Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 59m 29s· 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
🇺🇸 Vietnamese · United States
725
+18
🇦🇷 Persians · Argentina
718
+18
🇺🇦 Romans · Ukraine
773
-18
🇺🇦 Magyars · Ukraine
768
-18
Player eAPM Actions Feudal Castle Imperial Opening
26 1,520 10:09 25:23 49:01 ⚔ Archer Rush
16 981 11:06 22:29 44:14 ⚔ Scout Rush
13 803 12:02 20:06 31:02 ◆ FC into Fast Imp
11 658 11:44 21:58 48:43 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,060 12,885 11,480 1,600 54,025 63,694
13,420 21,339 15,860 2,150 52,769 53,919
26,880 12,525 7,275 2,100 48,780 52,841
17,560 7,890 10,030 2,240 37,720 39,026
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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