AoeStats
← RIO1000

Arabia

506548265Analyzed
2v2 RM · 19d ago on Sep 14, 2026· 53m 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
🇺🇸 Vikings · United States
988
+16
🇺🇸 Teutons · United States
984
+16
🇲🇽 Magyars · Mexico
1027
-17
🇵🇪 Celts · Peru
959
-15
Player eAPM Actions Feudal Castle Imperial Opening
39 2,073 10:16 25:40 38:24 ⚔ Scouts into Archers
38 2,008 9:43 19:42 —
29 1,549 10:36 23:30 — ⚔ Scout Rush
19 1,020 13:06 28:01 — ⚔ M@A into Towers into Archers

Resources

Player Food Wood Gold Stone Spent Collected
19,145 11,940 8,380 2,250 41,715 49,098
12,660 9,886 4,955 2,925 30,426 33,017
8,170 11,550 5,935 2,100 27,755 28,389
8,605 4,076 6,200 100 18,981 19,082
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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