AoeStats
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Arabia

510406524Analyzed
2v2 RM · 11h ago on Sep 30, 2026· 32m 37s· 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
🇦🇺 Bulgarians · Australia
1161
+17
🇧🇪 Ethiopians · Belgium
1105
+18
🇬🇧 Romans · United Kingdom
1184
-18
🇺🇸 Maya · United States
1164
-17
Player eAPM Actions Feudal Castle Imperial Opening
53 1,717 9:39 25:32 — ⚔ Skirmisher Rush
51 1,660 10:46 23:18 — ⚔ Archer Rush
35 1,146 11:33 26:37 — ⚔ Drush into Scouts
27 871 10:40 24:02 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,325 9,534 1,615 0 21,474 21,590
7,475 7,398 4,670 100 19,643 20,880
9,760 6,487 2,385 875 19,507 20,273
5,350 5,519 3,465 0 14,334 15,618
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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