AoeStats
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Arabia

503867554Analyzed
2v2 RM · 29d ago on Sep 2, 2026· 61m 21s· 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
🇮🇳 Romans · India
923
+15
🇮🇳 Persians · India
919
+16
🇺🇸 Khmer · United States
938
-17
🇨🇴 Vietnamese · Colombia
885
-14
Player eAPM Actions Feudal Castle Imperial Opening
38 2,326 10:02 20:07 53:53 ⚔ Scout Rush
30 1,816 11:18 22:20 47:54
29 1,770 11:06 24:46 49:39 ⚔ Skirmisher Rush
21 1,310 9:50 14:48 42:32 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,565 24,142 23,775 3,100 79,582 95,073
33,640 25,456 6,890 4,870 70,856 77,723
23,370 26,655 8,490 2,150 60,665 68,664
26,610 12,396 15,790 3,755 58,551 61,326
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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