AoeStats
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Arabia

509289323Analyzed
2v2 RM · 5d ago on Sep 26, 2026· 35m 39s· 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
🇯🇵 Vikings · Japan
1322
+17
🇯🇵 Varangians · Japan
1284
+18
🇨🇱 Ethiopians · Chile
1405
-21
🇨🇱 Saxons · Chile
1262
-14
Player eAPM Actions Feudal Castle Imperial Opening
71 2,533 9:19 23:10 — ⚔ Archer Rush
54 1,934 9:11 26:53 — ⚔ Scout Rush
50 1,767 9:33 26:44 — ⚔ Archer Rush
35 1,255 9:29 25:29 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,950 10,677 6,435 200 26,262 29,053
11,700 4,830 4,220 30 20,780 22,338
8,085 8,023 3,485 225 19,818 20,445
8,440 6,761 2,150 1,305 18,656 22,301
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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