AoeStats
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Arabia

508000545Analyzed
2v2 RM · 12d ago on Sep 20, 2026· 43m 14s· 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
🇺🇸 Teutons · United States
864
+16
🇳🇵 Vietnamese · Nepal
784
+48
🇺🇸 Byzantines · United States
875
-18
🇺🇸 Italians · United States
860
-18
Player eAPM Actions Feudal Castle Imperial Opening
55 2,396 10:09 33:24 — ⚔ Skirms into Archers
48 2,062 11:56 31:04 42:45 ⚔ Archers into Skirms
30 1,311 11:03 22:26 — ⚔ Archer Rush
23 988 11:40 27:10 — ⚔ Skirms into Archers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
13,285 8,693 6,790 1,700 30,468 37,112
10,055 10,021 5,420 1,725 27,221 29,914
10,345 8,160 2,860 2,120 23,485 23,734
7,320 4,913 1,000 910 14,143 15,266
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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