AoeStats
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Arabia

508994115Analyzed
2v2 RM · 8d ago on Sep 25, 2026· 80m 10s· 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
🇦🇷 Cumans · Argentina
1025
+14
🇹🇼 Danes · Taiwan
986
+15
🇨🇴 Cumans · Colombia
974
-14
🇨🇴 Vietnamese · Colombia
974
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 3,336 9:56 26:02 43:09 ⚔ M@A into Archers into Skirms
27 2,145 9:31 22:16 35:36 ⚔ Scout Rush
26 2,046 11:13 21:02 39:43 ⚔ Skirmisher Rush
20 1,565 10:58 27:43 36:45 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
52,840 39,293 15,955 3,000 111,088 118,301
36,690 33,416 15,720 6,480 92,306 126,134
28,925 23,228 17,260 4,300 73,713 85,886
23,060 27,466 17,270 1,500 69,296 102,141
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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