AoeStats
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Arabia

506231453Analyzed
2v2 RM · 18d ago on Sep 12, 2026· 57m 38s· 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 · United States
551
+13
🇺🇸 Khmer · United States
537
+14
🇹🇷 Franks · Türkiye
550
-16
🇵🇪 Magyars · Peru
427
-11
Player eAPM Actions Feudal Castle Imperial Opening
20 1,126 9:23 23:59 49:22 ⚔ Scout Rush
15 855 11:42 34:05 49:37
12 689 10:20 24:21 33:41
10 551 12:33 26:30 44:57 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,090 10,520 8,015 2,800 42,425 55,894
19,295 13,100 7,175 1,600 41,170 47,415
12,700 11,630 5,845 1,505 31,680 37,471
16,020 6,755 7,095 400 30,270 37,362
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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