AoeStats
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Arabia

503901716Analyzed
2v2 RM · 7d ago on Sep 2, 2026· 54m 35s· 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
🇨🇦 Sicilians · Canada
767
+17
🇲🇽 Vietnamese · Mexico
726
+33
🇺🇸 Britons · United States
795
-18
🇪🇸 Inca · Spain
787
-18
Player eAPM Actions Feudal Castle Imperial Opening
36 1,975 11:23 26:54 50:18 ⚔ Archer Rush
23 1,252 11:37 18:26 ⚔ Archer Rush
22 1,206 12:09 21:09 50:47 ⛏ Fast Castle
11 598 11:57 25:09 45:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,760 6,460 6,220 2,800 36,240 45,236
9,505 13,003 6,885 1,575 30,968 37,473
14,610 6,205 4,380 2,150 27,345 28,741
8,735 7,374 4,125 1,095 21,329 23,653
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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