AoeStats
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Arabia

509154415Analyzed
2v2 RM · 6d ago on Sep 25, 2026· 55m 26s· 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
🇳🇴 Malians · Norway
1102
+16
🇳🇴 Romans · Norway
1048
+18
🇬🇹 Japanese · Guatemala
1145
-19
🇮🇹 Ethiopians · Italy
1053
-15
Player eAPM Actions Feudal Castle Imperial Opening
43 2,396 10:18 29:26 49:09 ⚔ Archers into Skirms
38 2,132 11:05 15:29 42:03 ⛏ Fast Castle
36 1,984 10:24 25:08 43:35 ⚔ M@A into Skirms into Archers
23 1,250 11:10 28:07 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,805 13,145 8,210 2,350 57,510 71,180
16,320 15,158 12,640 1,600 45,718 51,006
16,720 13,535 7,480 1,150 38,885 41,127
13,005 11,595 7,640 2,705 34,945 34,841
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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