AoeStats
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Arabia

508972470Analyzed
2v2 RM · 7d ago on Sep 24, 2026· 68m 56s· 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
1022
+10
🇦🇷 Khmer · Argentina
571
+27
🇺🇸 Spanish · United States
868
-19
🇵🇪 Ethiopians · Peru
848
-18
Player eAPM Actions Feudal Castle Imperial Opening
36 2,505 9:09 24:45 41:50 ⚔ Archer Rush
22 1,520 11:18 19:15 55:06
21 1,479 9:45 23:01 49:04 ⚔ Scout Rush
20 1,371 10:24 19:11 44:03 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,375 15,551 13,990 3,125 56,041 62,519
16,510 14,933 10,705 1,140 43,288 58,602
16,100 12,742 7,285 2,800 38,927 43,804
20,065 12,124 4,950 1,515 38,654 44,229
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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