AoeStats
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Arabia

510438358Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 34m 8s· 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
🇺🇸 Varangians · United States
884
+13
🇺🇸 Khmer · United States
820
+16
🇧🇷 Vikings · Brazil
856
-16
🇧🇷 Mongols · Brazil
787
-13
Player eAPM Actions Feudal Castle Imperial Opening
55 1,893 10:53 22:50 — ⚔ Scout Rush
24 823 9:09 21:01 — ⚔ Scout Rush
13 433 13:41 22:56 — ⚔ Skirmisher Rush
13 451 10:15 27:45 —

Resources

Player Food Wood Gold Stone Spent Collected
16,780 8,825 470 200 26,275 26,563
10,705 6,244 2,945 100 19,994 20,615
7,680 5,815 1,300 1,300 16,095 18,418
5,350 3,151 250 860 9,611 10,506
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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