AoeStats
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Arabia

510543447Analyzed
2v2 RM · 4h ago on Oct 1, 2026· 39m 29s· 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 · Uruguay
1662
+10
🇻🇳 Khmer · Vietnam
1613
+12
🇭🇰 Burgundians · Hong Kong SAR China
1553
-12
🇭🇰 Varangians · Hong Kong SAR China
1505
-10
Player eAPM Actions Feudal Castle Imperial Opening
64 2,515 7:45 19:32 34:54 ⚔ Scout Rush
62 2,443 9:43 22:58 — ⚔ Archer Rush
55 2,186 9:01 19:55 38:05 ⚔ Scout Rush
35 1,386 9:25 23:47 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,075 15,362 8,550 3,765 44,752 48,850
18,425 9,912 8,340 2,470 39,147 41,250
11,740 10,040 3,530 850 26,160 29,425
11,675 6,264 4,270 300 22,509 25,712
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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