AoeStats
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Arabia

503831383Analyzed
2v2 RM · 7d ago on Sep 2, 2026· 61m 28s· 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
🇭🇰 Aztecs · Hong Kong SAR China
1061
+14
🇭🇰 Lithuanians · Hong Kong SAR China
988
+18
🇬🇧 Persians · United Kingdom
1062
-18
🇬🇧 Maya · United Kingdom
981
-14
Player eAPM Actions Feudal Castle Imperial Opening
35 2,143 9:39 24:31 41:47 ⚔ Archer Rush
35 2,159 9:48 23:18 32:15 ⚔ Archer Rush
33 2,023 10:56 24:23 50:02 ⚔ M@A into Archers into Skirms
28 1,693 9:50 25:54 48:36 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
42,210 31,558 22,315 1,810 97,893 113,381
26,520 21,282 15,085 2,150 65,037 73,339
17,945 23,188 15,270 3,620 60,023 66,730
29,180 13,041 15,135 1,805 59,161 61,877
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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