AoeStats
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Arabia

509767337Analyzed
2v2 RM · 5d ago on Sep 27, 2026· 53m 51s· 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
🇺🇸 Burmese · United States
638
+13
🇹🇼 Mongols · Taiwan
552
+15
🇨🇷 Romans · Costa Rica
602
-16
🇨🇱 Tupi · Chile
513
-12
Player eAPM Actions Feudal Castle Imperial Opening
34 1,855 12:22 31:32 45:40 ⚔ Archers into Scouts
16 874 9:31 26:14 49:24 ⚔ Skirmisher Rush
13 686 12:48 21:55 44:14 ⛏ Fast Castle
12 633 11:36 19:04 42:41 ⚔ FC into Champis

Resources

Player Food Wood Gold Stone Spent Collected
21,375 35,055 8,335 2,710 67,475 72,411
18,720 11,380 10,100 1,350 41,550 53,970
16,135 13,845 8,130 2,695 40,805 48,082
11,535 6,810 3,470 2,025 23,840 31,425
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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