AoeStats
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Arabia

506187952Analyzed
2v2 RM · 19d ago on Sep 12, 2026· 60m 5s· 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 · Belgium
892
+14
🇫🇮 Bengalis · Finland
863
+14
🇨🇳 Huns · China
839
-35
🇨🇳 Huns · China
839
-35
Player eAPM Actions Feudal Castle Imperial Opening
77 4,639 10:05 28:03 57:46 ⚔ Scouts into Towers
33 1,988 10:57 23:36 40:07
22 1,336 13:00 20:00 39:15 ⛏ Fast Castle
14 842 13:22 26:16 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,475 18,318 13,610 1,550 52,953 56,001
21,500 11,415 13,045 4,975 50,935 64,200
19,285 13,925 7,530 750 41,490 52,571
15,190 8,865 480 1,200 25,735 30,109
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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