AoeStats
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Arabia

503687613Analyzed
2v2 RM · 8d ago on Sep 1, 2026· 53m 27s· 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 · United Kingdom
918
+16
🇬🇧 Romans · United Kingdom
918
+16
🇵🇷 Britons · Puerto Rico
919
-16
🇺🇸 Japanese · United States
911
-16
Player eAPM Actions Feudal Castle Imperial Opening
44 2,374 10:17 22:32 37:44 ⚔ Scout Rush
25 1,347 10:32 21:34 ⚔ Archer Rush
15 826 10:57 23:43 40:22
12 616 10:25 24:24 37:34 ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
19,825 15,676 7,355 1,930 44,786 51,137
10,795 8,585 8,190 2,250 29,820 37,729
8,830 11,694 3,380 975 24,879 27,116
7,975 5,505 2,265 425 16,170 22,084
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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