AoeStats
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Arabia

510252063Analyzed
2v2 RM · 7h ago on Sep 30, 2026· 35m 46s· 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
🇺🇸 Burgundians · United States
1291
+16
🇨🇦 Poles · Canada
1290
+16
🇹🇷 Maya · Türkiye
1289
-16
🇨🇳 Tatars · China
1283
-16
Player eAPM Actions Feudal Castle Imperial Opening
51 1,835 9:37 23:24 — ⚔ Scouts into Archers
46 1,654 10:15 25:27 — ⚔ Archer Rush
40 1,448 10:21 21:07 — ⚔ Skirmisher Rush
33 1,163 9:33 26:56 — ⚔ M@A into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
11,695 6,098 5,970 200 23,963 24,395
9,215 9,740 4,645 325 23,925 28,254
8,610 4,632 1,475 1,130 15,847 17,191
6,200 5,771 2,905 525 15,401 16,131
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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