AoeStats
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Arabia

506581357Analyzed
2v2 RM · 16d ago on Sep 14, 2026· 76m 45s· 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
🇦🇷 Gurjaras · Argentina
1045
+13
🇦🇷 Lithuanians · Argentina
1031
+14
🇺🇸 Ethiopians · United States
1042
-16
🇺🇸 Poles · United States
919
-11
Player eAPM Actions Feudal Castle Imperial Opening
50 3,860 9:28 24:26 45:35 ⚔ Scouts into Skirms
40 3,071 9:00 22:28 39:06 ⚔ Scouts into Skirms
33 2,502 10:31 19:44 34:05 ⛏ Fast Castle
23 1,763 9:44 22:34 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
59,045 21,515 12,525 2,900 95,985 101,885
35,810 17,438 18,805 2,695 74,748 81,105
28,855 21,804 5,400 4,755 60,814 65,993
8,035 6,360 3,255 200 17,850 19,655
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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