AoeStats
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Arabia

509242953Analyzed
2v2 RM · 5d ago on Sep 26, 2026· 41m 50s· 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
🇦🇷 Chinese · Argentina
1171
+16
🇦🇷 Ethiopians · Argentina
1159
+17
🇨🇴 Malay · Colombia
1214
-18
🇨🇴 Burgundians · Colombia
1130
-15
Player eAPM Actions Feudal Castle Imperial Opening
48 2,020 8:48 21:22 — ⚔ Skirmisher Rush
37 1,559 10:30 23:07 — ⚔ Scout Rush
37 1,566 10:24 21:25 38:00 ⚔ Archer Rush
34 1,417 9:19 22:49 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
12,835 14,586 10,320 300 38,041 41,602
15,775 10,028 8,195 300 34,298 38,950
15,220 9,581 5,720 1,050 31,571 33,325
8,010 11,185 4,375 300 23,870 25,286
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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