AoeStats
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Arabia

507545458Analyzed
2v2 RM · 14d ago on Sep 18, 2026· 20m 41s· 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
🇲🇽 Japanese · Mexico
1508
+16
🇺🇸 Maya · United States
1414
+20
🇺🇸 Maya · United States
1504
-18
🇺🇸 Romans · United States
1503
-18
Player eAPM Actions Feudal Castle Imperial Opening
73 1,502 9:53 — — ⚔ Scout Rush
44 906 9:25 — — ⚔ M@A Rush
40 837 8:51 — — ⚔ M@A into Archers
36 752 9:11 — — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
5,275 3,397 1,425 0 10,097 10,425
3,000 3,097 1,130 0 7,227 8,259
3,335 2,396 390 0 6,121 6,774
2,930 2,708 50 0 5,688 6,135
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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