AoeStats
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Arabia

510245528Analyzed
2v2 RM · 1d ago on Sep 30, 2026· 56m 58s· 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
🇳🇿 Britons · New Zealand
1174
+12
🇹🇼 Franks · Taiwan
1143
+13
🇪🇨 Khmer · Ecuador
1090
-13
🇪🇨 Saxons · Ecuador
1089
-12
Player eAPM Actions Feudal Castle Imperial Opening
46 2,605 9:06 27:55 41:30 ⚔ Archer Rush
43 2,455 9:21 26:04 45:26 ⚔ Archers into Skirms
30 1,697 10:41 22:01 48:12 ⚔ Scout Rush
15 848 9:13 21:54 29:18 ⚔ Scouts into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
22,680 23,768 11,985 2,310 60,743 68,190
17,445 23,509 10,200 950 52,104 54,990
22,325 12,105 12,520 4,265 51,215 56,200
11,040 8,240 4,120 1,655 25,055 26,844
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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