AoeStats
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Arabia

510581149Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 51m 35s· 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
🇦🇷 Koreans · Argentina
928
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917
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🇱🇰 Mapuche · Sri Lanka
913
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🇱🇰 Vietnamese · Sri Lanka
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Player eAPM Actions Feudal Castle Imperial Opening
38 1,980 10:31 24:20 46:13 ⚔ Archer Rush
38 1,965 12:34 22:55 46:23 ⚔ M@A into Archers
34 1,746 9:53 21:58 — ⚔ Scout Rush
22 1,112 10:34 15:57 44:50 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,230 21,312 10,720 2,250 51,512 53,642
13,400 12,755 8,295 2,190 36,640 38,092
16,135 12,646 5,325 1,500 35,606 44,095
12,075 8,195 6,850 1,625 28,745 35,180
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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