AoeStats
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Arabia

508014036Analyzed
2v2 RM · 29d ago on Sep 20, 2026· 52m 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
🇳🇱 Khmer · Netherlands
1340
+16
🇦🇷 Japanese · Argentina
1283
+18
vs
🇫🇷 Muisca · France
1337
-17
🇫🇷 Persians · France
1332
-17
Player eAPM Actions Feudal Castle Imperial Opening
40 2,085 9:04 24:02 — ⚔ Scouts into Archers
40 2,070 10:40 24:13 41:34 ⚔ Archers into Skirms
38 2,006 9:36 23:33 49:53 ⚔ M@A into Skirms
33 1,706 9:19 26:09 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,895 15,835 15,080 4,200 64,010 69,414
24,890 18,888 12,525 2,375 58,678 68,626
24,855 17,614 9,280 1,430 53,179 55,410
10,405 12,228 8,420 1,125 32,178 37,972
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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