AoeStats
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Arabia

510759753Analyzed
2v2 RM · 11h ago on Oct 2, 2026· 58m 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
1229
+14
🇨🇳 Khmer · China
1195
+15
🇰🇷 Franks · South Korea
1224
-32
🇦🇺 Mongols · Australia
1133
-13
Player eAPM Actions Feudal Castle Imperial Opening
51 2,979 9:35 21:52 39:33 ⚔ Scout Rush
39 2,294 10:25 14:12 41:11 ⛏ Fast Castle
37 2,139 10:07 18:46 34:57 ⚔ Scout Rush
25 1,475 10:06 20:42 37:55

Resources

Player Food Wood Gold Stone Spent Collected
43,860 22,030 11,490 2,900 80,280 99,885
37,740 19,685 12,530 4,300 74,255 75,662
24,310 19,676 15,850 3,100 62,936 77,026
19,720 14,265 6,845 1,600 42,430 58,907
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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