AoeStats
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Arabia

510286283Analyzed
2v2 RM · 24h ago on Sep 30, 2026· 42m 2s· 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
🇧🇪 Muisca · Belgium
1228
+15
🇫🇷 Lithuanians · France
1227
+15
🇳🇱 Japanese · Netherlands
1224
-16
🇬🇷 Bohemians · Greece
1182
-14
Player eAPM Actions Feudal Castle Imperial Opening
44 1,854 9:15 24:29 35:10 ⚔ Archer Rush
44 1,834 9:25 22:44 39:12 ⚔ M@A into Scouts
38 1,602 9:38 24:55 — ⚔ Archers into Skirms
29 1,223 9:14 23:27 40:37 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,475 12,193 6,100 300 37,068 42,892
11,545 10,838 6,195 220 28,798 34,080
10,365 9,608 6,100 2,330 28,403 29,426
8,925 10,256 4,965 885 25,031 30,236
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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