AoeStats
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Arabia

510240853Analyzed
2v2 RM · 2d ago on Sep 30, 2026· 124m 21s· 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
🇨🇱 Mongols · Chile
1048
+14
🇨🇱 Gurjaras · Chile
1015
+15
🇺🇸 Italians · United States
1014
-15
🇵🇪 Ethiopians · Peru
979
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 4,249 7:56 22:30 33:12 ⚔ Scout Rush
26 3,234 10:14 23:13 36:44 ⚔ Archer Rush
26 3,279 10:50 20:57 33:42 ⚔ Archer Rush
24 2,980 9:49 18:53 35:51

Resources

Player Food Wood Gold Stone Spent Collected
69,975 51,034 22,995 4,355 148,359 156,845
71,900 45,388 19,580 4,800 141,668 151,867
52,930 40,198 20,795 3,265 117,188 117,184
37,820 42,749 22,065 5,050 107,684 110,159
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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