AoeStats
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Arabia

510037464Analyzed
2v2 RM · 3d ago on Sep 29, 2026· 50m 10s· 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
🇺🇸 Dravidians · United States
1014
+12
🇺🇸 Persians · United States
1007
+13
🇺🇸 Danes · United States
952
-14
🇺🇸 Japanese · United States
911
-12
Player eAPM Actions Feudal Castle Imperial Opening
78 3,915 9:24 22:34 44:03 ⚔ Archers into Scouts
46 2,300 9:25 21:39 44:58 ⚔ M@A into Skirms
30 1,522 9:28 19:37 37:17 ⚔ Archer Rush
17 870 10:11 22:20 47:52 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,170 13,485 16,450 850 46,955 54,882
11,705 17,232 11,320 1,400 41,657 43,549
16,190 10,100 5,775 1,700 33,765 36,037
14,815 11,316 5,760 1,600 33,491 38,460
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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