AoeStats
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Arabia

506576281Analyzed
2v2 RM · 18d ago on Sep 14, 2026· 64m 0s· 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
🇨🇱 Muisca · Chile
1153
+16
🇨🇱 Hindustanis · Chile
1085
+20
🇺🇸 Teutons · United States
1161
-18
🇺🇸 Lithuanians · United States
1153
-18
Player eAPM Actions Feudal Castle Imperial Opening
50 3,197 9:03 21:21 39:58
42 2,717 10:14 20:37 37:35 ⚔ Archer Rush
40 2,529 9:10 19:54 35:15 ⚔ Scout Rush
27 1,718 10:52 16:39 39:13 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
42,100 17,022 14,090 2,215 75,427 83,267
25,455 18,250 15,375 5,610 64,690 72,991
29,950 15,981 14,420 3,500 63,851 81,658
24,025 10,600 18,120 1,150 53,895 54,926
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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