AoeStats
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Arabia

506574463Analyzed
2v2 RM · 20d ago on Sep 14, 2026· 26m 46s· 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 · United States
981
+14
🇺🇸 Armenians · United States
932
+16
🇦🇷 Khmer · Argentina
952
-16
🇦🇷 Ethiopians · Argentina
910
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 912 10:04 — — ⚔ Scouts into Skirms
34 922 10:32 — — ⚔ Archer Rush
26 691 10:53 — — ⚔ M@A into Archers into Skirms
24 636 10:45 — — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,790 3,720 1,795 125 13,430 13,989
5,780 3,795 1,005 0 10,580 11,704
4,260 3,332 150 125 7,867 8,361
3,450 2,726 660 125 6,961 8,857
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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