AoeStats
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Arabia

504650444Analyzed
2v2 RM · 26d ago on Sep 6, 2026· 62m 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
🇺🇸 Japanese · United States
936
+16
🇺🇸 Ethiopians · United States
934
+16
🇨🇱 Khmer · Chile
928
-16
🇨🇱 Vikings · Chile
928
-16
Player eAPM Actions Feudal Castle Imperial Opening
25 1,549 11:32 20:20 36:53
21 1,345 9:49 22:10 38:37 ⚔ Archer Rush
19 1,171 10:12 27:40 39:33 ⚔ Scouts into Skirms
16 1,019 9:36 25:50 38:34 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
36,460 27,177 16,735 3,290 83,662 86,420
23,515 16,944 19,535 2,070 62,064 71,697
27,880 14,305 14,470 3,140 59,795 66,678
18,525 15,405 6,065 2,000 41,995 45,091
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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