AoeStats
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Arabia

506588636Analyzed
2v2 RM · 16d ago on Sep 14, 2026· 38m 57s· 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
1058
+16
🇦🇷 Khmer · Argentina
1045
+16
🇺🇸 Persians · United States
1107
-36
🇹🇼 Poles · Taiwan
1006
-14
Player eAPM Actions Feudal Castle Imperial Opening
63 2,440 9:24 24:21 — ⚔ Scouts into Skirms
36 1,403 9:51 20:15 — ⚔ Scouts into Skirms
25 976 12:07 22:41 —
21 826 11:43 23:56 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,230 9,821 3,080 3,555 28,686 31,341
16,085 7,917 3,655 850 28,507 31,404
7,715 5,425 3,440 875 17,455 23,323
7,505 7,127 1,775 850 17,257 20,667
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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