AoeStats
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Arabia

513523773Analyzed
2v2 RM · 23d ago on Oct 14, 2026· 53m 37s· 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
🇺🇸 Wei · United States
1232
+15
🇺🇸 Lithuanians · United States
1220
+16
vs
🇺🇸 Maya · United States
1238
-16
🇺🇸 Franks · United States
1193
-15
Player eAPM Actions Feudal Castle Imperial Opening
45 2,408 9:41 23:10 48:55 ⚔ Scout Rush
43 2,310 9:16 24:04 40:39 ⚔ Archer Rush
36 1,945 9:25 20:19 49:07 ⚔ Scout Rush
30 1,633 9:29 21:34 47:05 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,150 11,810 16,995 1,625 52,580 55,534
20,645 17,891 5,775 1,050 45,361 45,649
20,640 10,969 8,860 2,925 43,394 47,874
10,870 12,478 5,310 225 28,883 29,903
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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