AoeStats
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Arabia

508535574Analyzed
2v2 RM · 10d ago on Sep 22, 2026· 50m 4s· 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
🇦🇷 Maya · Argentina
1318
+17
🇦🇷 Persians · Argentina
1270
+18
🇵🇪 Random · Peru
1331
-18
🇦🇷 Vietnamese · Argentina
1324
-17
Player eAPM Actions Feudal Castle Imperial Opening
55 2,759 9:52 22:37 41:13 ⚔ Archer Rush
54 2,713 9:26 24:15 39:53 ⚔ Archer Rush
54 2,702 8:21 20:07 37:58 ⚔ Scout Rush
31 1,546 9:27 23:40 38:38 ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
29,485 13,906 11,020 2,250 56,661 64,020
23,680 13,139 12,670 1,725 51,214 55,853
12,095 15,392 13,710 2,045 43,242 48,413
14,185 15,475 9,420 2,400 41,480 44,216
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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