AoeStats
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Arabia

507406483Analyzed
2v2 RM · 14d ago on Sep 18, 2026· 49m 3s· 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 · Chile
1381
+13
🇨🇱 Romans · Chile
1340
+14
🇺🇸 Maya · United States
1340
-15
🇵🇦 Persians · Panama
1270
-12
Player eAPM Actions Feudal Castle Imperial Opening
107 5,241 8:56 23:41 43:45 ⚔ Archer Rush
75 3,681 8:58 26:50 45:10 ⚔ Scout Rush
63 3,070 8:55 22:19 41:18 ⚔ Scout Rush
33 1,604 9:50 21:59 39:51 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,975 16,400 21,795 860 69,030 71,398
14,825 20,711 16,145 3,155 54,836 57,569
16,180 16,378 16,510 890 49,958 51,869
20,005 8,547 8,240 1,725 38,517 40,356
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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