AoeStats
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Arabia

510679048Analyzed
2v2 RM · 1d ago on Oct 2, 2026· 52m 54s· 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
1156
+14
🇺🇸 Lithuanians · United States
1143
+14
🇵🇪 Magyars · Peru
1105
-14
🇨🇴 Vietnamese · Colombia
1102
-14
Player eAPM Actions Feudal Castle Imperial Opening
45 2,387 11:35 23:56 40:10 ⚔ Scout Rush
45 2,375 8:53 19:31 36:56
22 1,178 9:00 21:32 44:28 ⚔ Scout Rush
18 936 9:51 23:56 37:09 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,000 15,992 18,020 1,065 62,077 71,115
14,905 13,108 8,225 2,180 38,418 41,709
14,560 10,106 7,000 1,830 33,496 33,959
11,370 9,010 5,460 2,370 28,210 29,900
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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