AoeStats
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Arabia

508594516Analyzed
2v2 RM · 8d ago on Sep 23, 2026· 57m 20s· 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
🇺🇸 Vietnamese · United States
804
+16
🇺🇸 Khmer · United States
800
+16
🇦🇷 Khmer · Argentina
893
-56
🇦🇷 Vietnamese · Argentina
728
-13
Player eAPM Actions Feudal Castle Imperial Opening
32 1,811 12:23 25:56 — ⚔ Archer Rush
20 1,132 11:28 20:42 36:28 ⚔ Archer Rush
13 768 10:38 29:04 — ⚔ Scout Rush
12 687 10:04 16:01 40:13 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,785 15,450 12,370 1,600 50,205 75,196
13,135 17,115 13,085 2,900 46,235 76,947
12,300 7,265 5,375 750 25,690 31,122
5,805 4,270 795 1,405 12,275 13,020
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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