AoeStats
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Arabia

510914930Analyzed
2v2 RM · 2h ago on Oct 3, 2026· 49m 33s· 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
🇺🇸 Gurjaras · United States
906
+16
🇺🇸 Khmer · United States
852
+18
🇲🇽 Malay · Mexico
897
-17
🇺🇸 Japanese · United States
892
-17
Player eAPM Actions Feudal Castle Imperial Opening
51 2,549 9:21 20:18 — ⛏ Fast Castle
31 1,523 8:39 16:51 — ⚔ FC into Scouts
18 881 10:40 24:04 41:36 ⚔ M@A Rush
10 516 10:24 17:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,775 12,685 670 100 44,230 46,600
20,725 10,153 5,400 3,385 39,663 40,698
12,440 9,211 8,525 650 30,826 34,552
9,280 7,484 1,360 895 19,019 21,519
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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