AoeStats
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Arabia

510245671Analyzed
2v2 RM · 1d ago on Sep 30, 2026· 48m 20s· 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 · Australia
1203
+14
🇦🇺 Goths · Australia
983
+22
🇨🇴 Wei · Colombia
1285
-24
🇨🇴 Vietnamese · Colombia
994
-12
Player eAPM Actions Feudal Castle Imperial Opening
47 2,250 9:07 19:32 35:07 ⚔ Archer Rush
41 1,970 10:32 21:25 39:39 ⚔ M@A Rush
37 1,786 10:01 23:25 — ⚔ Scouts into Archers
23 1,118 11:57 23:20 — ⚔ M@A into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
19,685 11,614 12,225 950 44,474 47,646
12,420 14,234 10,320 2,180 39,154 56,495
15,675 9,983 3,610 2,800 32,068 36,432
7,750 5,271 1,935 1,875 16,831 17,107
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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