AoeStats
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Arabia

509759972Analyzed
2v2 RM · 4d ago on Sep 27, 2026· 47m 52s· 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
🇺🇸 Persians · United States
1413
+17
🇺🇸 Vietnamese · United States
1398
+18
🇺🇸 Khmer · United States
1446
-18
🇺🇸 Varangians · United States
1428
-17
Player eAPM Actions Feudal Castle Imperial Opening
83 3,962 8:47 23:30 — ⚔ Scout Rush
74 3,555 8:46 24:01 40:59 ⚔ Scout Rush
49 2,347 9:23 26:33 39:55 ⚔ Archer Rush
37 1,786 9:23 29:29 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,525 16,264 9,725 1,050 49,564 52,068
18,365 9,989 9,310 950 38,614 46,271
14,145 9,404 5,645 330 29,524 30,132
10,100 9,051 5,085 815 25,051 26,029
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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