AoeStats
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Arabia

509491917Analyzed
2v2 RM · 4d ago on Sep 27, 2026· 53m 7s· 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
🇯🇵 Portuguese · Japan
1124
+13
🇷🇺 Slavs · Russia
1107
+13
🇺🇸 Inca · United States
1068
-14
🇳🇴 Bulgarians · Norway
1031
-12
Player eAPM Actions Feudal Castle Imperial Opening
47 2,474 9:45 20:58 39:56 ⚔ Scout Rush
43 2,289 10:46 21:59 46:02 ⚔ Drush into Skirms
34 1,784 12:41 16:32 34:49 ⛏ Fast Castle
30 1,591 11:15 23:32 37:28 ⚔ Archers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
31,220 16,382 22,935 6,900 77,437 83,720
27,945 18,274 16,500 1,930 64,649 68,219
20,020 13,430 7,605 2,380 43,435 49,116
20,265 12,348 7,975 2,325 42,913 43,703
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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