AoeStats
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Arabia

508805680Analyzed
2v2 RM · 7d ago on Sep 24, 2026· 49m 6s· 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
1243
+15
🇺🇸 Mongols · United States
1243
+15
🇨🇦 Magyars · Canada
1297
-18
🇨🇱 Celts · Chile
1155
-12
Player eAPM Actions Feudal Castle Imperial Opening
55 2,680 8:51 20:32 36:44 ⚔ Scout Rush
46 2,250 12:21 19:14 34:20 ⛏ Fast Castle
40 1,985 9:46 20:16 47:36 ⚔ M@A into Skirms
27 1,350 9:48 25:47 41:37 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
22,990 14,406 10,880 2,970 51,246 60,290
16,595 13,655 12,545 2,150 44,945 51,414
21,170 11,375 6,095 2,800 41,440 45,701
12,050 15,282 11,090 2,050 40,472 44,195
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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