AoeStats
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Arabia

509801468Analyzed
2v2 RM · 3d ago on Sep 28, 2026· 80m 7s· 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
🇹🇼 Bohemians · Taiwan
1180
+16
🇰🇬 Japanese · Kyrgyzstan
1145
+17
🇻🇪 Magyars · Venezuela
1185
-17
🇲🇽 Ethiopians · Mexico
1158
-16
Player eAPM Actions Feudal Castle Imperial Opening
62 4,947 9:05 23:22 36:40 ⚔ M@A into Archers
44 3,495 9:31 22:27 41:08 ⚔ Archers into Skirms
38 3,051 10:10 21:16 42:14 ⚔ Scout Rush
33 2,634 9:47 14:13 46:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
58,875 43,300 39,475 3,025 144,675 145,650
27,900 42,084 23,795 3,330 97,109 120,738
35,155 42,737 9,980 3,940 91,812 94,332
29,195 25,872 19,230 5,550 79,847 97,091
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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