AoeStats
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Arabia

503266564Analyzed
2v2 RM · 1mo ago on Aug 30, 2026· 56m 55s· 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
🇺🇸 Cumans · United States
964
+14
🇺🇸 Khmer · United States
964
+14
🇭🇰 Malay · Hong Kong SAR China
945
-15
🇨🇱 Britons · Chile
884
-33
Player eAPM Actions Feudal Castle Imperial Opening
31 1,741 10:30 21:26 38:53 ⚔ FC into Skirms
22 1,267 10:41 22:52 49:15 ⚔ Archer Rush
19 1,106 11:00 33:58 — ⚔ Scout Rush
12 688 12:28 27:42 50:55 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,075 18,880 12,295 2,150 62,400 65,384
21,660 18,534 13,540 2,150 55,884 69,283
17,535 13,705 8,660 2,310 42,210 49,302
10,450 7,065 5,265 2,205 24,985 30,182
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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