AoeStats
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Arabia

507908972Analyzed
2v2 RM · 13d ago on Sep 20, 2026· 134m 45s· 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
🇺🇸 Lithuanians · United States
822
+15
🇭🇷 Malians · Croatia
790
+16
🇲🇽 Bohemians · Mexico
818
-16
🇲🇽 Italians · Mexico
787
-15
Player eAPM Actions Feudal Castle Imperial Opening
31 4,171 10:27 23:07 37:18 ⚔ Archer Rush
23 3,072 9:01 20:39 35:36 ⚔ Scout Rush
18 2,365 10:13 19:40 31:08 ⛏ Fast Castle
8 1,081 11:54 34:03 51:51 ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
43,490 46,115 37,900 4,250 131,755 219,070
43,855 43,670 22,780 3,855 114,160 120,819
30,610 29,999 20,425 10,300 91,334 122,934
23,030 21,296 7,810 2,040 54,176 56,181
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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