AoeStats
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Arabia

511465652Analyzed
2v2 RM · 14d ago on Oct 5, 2026· 85m 18s· 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
🇵🇪 Vietnamese · Peru
977
+16
🇯🇵 Mongols · Japan
908
+19
vs
🇺🇸 Lithuanians · United States
1097
-22
🇺🇸 Britons · United States
864
-13
Player eAPM Actions Feudal Castle Imperial Opening
46 3,965 9:59 16:58 42:21 ⛏ Fast Castle
30 2,574 10:59 27:26 44:12 ⚔ Archer Rush
26 2,226 10:44 20:49 45:37 ⚔ Scout Rush
24 2,059 11:53 22:43 42:08 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
41,790 26,593 28,800 5,700 102,883 106,837
37,800 35,028 17,505 1,945 92,278 124,679
24,520 29,665 17,865 3,050 75,100 119,755
17,140 25,510 17,105 3,740 63,495 74,704
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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