AoeStats
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Arabia

506299005Analyzed
2v2 RM · 20d ago on Sep 13, 2026· 66m 55s· 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 · United States
1220
+17
🇺🇸 Vikings · United States
1219
+17
🇲🇽 Muisca · Mexico
1272
-18
🇺🇸 Japanese · United States
1223
-16
Player eAPM Actions Feudal Castle Imperial Opening
51 3,439 9:50 24:39 53:51 ⚔ Archer Rush
45 3,039 9:38 32:59 — ⚔ Archers into Skirms
38 2,535 9:35 26:53 49:53 ⚔ Archers into Scouts
20 1,327 9:57 20:33 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,170 15,806 16,290 4,350 56,616 60,876
24,815 15,185 11,390 1,700 53,090 58,852
13,350 11,338 5,090 2,925 32,703 36,367
12,770 8,875 6,475 500 28,620 30,276
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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