AoeStats
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Arabia

512833700Analyzed
2v2 RM · 6d ago on Oct 11, 2026· 130m 34s· 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
🇨🇳 Britons · China
509
+16
🇨🇳 Khmer · China
437
+18
vs
🇺🇸 Burgundians · United States
499
-17
🇺🇸 Vietnamese · United States
497
-17
Player eAPM Actions Feudal Castle Imperial Opening
63 8,269 12:28 19:29 37:50 ⛏ Fast Castle
18 2,344 11:29 22:57 41:32 ⚔ Archer Rush
18 2,297 15:04 22:14 31:03 ⛏ Fast Castle
17 2,239 16:03 21:24 30:56 ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
56,265 54,875 24,335 3,825 139,300 155,375
42,665 51,392 22,715 2,095 118,867 119,793
32,250 40,997 13,295 2,150 88,692 95,520
16,995 19,000 22,495 3,325 61,815 64,572
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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