AoeStats
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Arabia

508791423Analyzed
2v2 RM · 6d ago on Sep 24, 2026· 41m 45s· 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
🇨🇴 Tupi · Colombia
1468
+13
1289
+21
🇺🇸 Khmer · United States
1390
-17
🇺🇸 Ethiopians · United States
1390
-17
Player eAPM Actions Feudal Castle Imperial Opening
66 2,776 9:22 22:08 30:09 ⚔ Archer Rush
55 2,294 9:07 21:53 40:12 ⚔ Skirmisher Rush
35 1,476 10:03 22:36 — ⚔ Archer Rush
35 1,468 8:40 20:56 38:40 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,575 8,650 10,750 2,160 41,135 44,338
14,040 8,680 5,790 1,915 30,425 33,052
12,880 8,730 4,855 400 26,865 28,074
8,750 9,460 7,955 220 26,385 27,851
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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