AoeStats
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Arabia

510910780Analyzed
2v2 RM · 14h ago on Oct 3, 2026· 45m 12s· 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
🇦🇷 Khmer · Argentina
1207
+14
🇦🇷 Vietnamese · Argentina
1175
+15
🇦🇷 Maya · Argentina
1168
-15
🇨🇦 Japanese · Canada
1158
-14
Player eAPM Actions Feudal Castle Imperial Opening
63 2,828 10:25 19:50 36:10 ⚔ Scout Rush
43 1,940 9:28 21:41 42:54 ⚔ Archer Rush
31 1,415 11:57 19:50 33:45 ⚔ Drush
30 1,372 9:36 24:43 41:00 ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
26,585 16,154 12,600 1,700 57,039 59,107
16,315 11,346 7,400 300 35,361 36,706
13,430 12,028 5,385 2,150 32,993 34,155
11,270 8,113 4,325 1,800 25,508 26,984
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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