AoeStats
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Arabia

503195283Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 48m 36s· 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
🇹🇷 Ethiopians · Türkiye
1129
+14
🇹🇷 Spanish · Türkiye
1124
+14
🇮🇹 Tatars · Italy
1108
-15
🇹🇷 Magyars · Türkiye
1063
-13
Player eAPM Actions Feudal Castle Imperial Opening
45 2,177 9:11 20:46 42:09 ⚔ Archer Rush
35 1,696 10:35 14:30 36:26 ⛏ Fast Castle
34 1,663 10:32 16:21 38:25 ⛏ Fast Castle
20 996 10:57 25:46 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,790 21,321 12,115 1,600 49,826 60,003
17,775 15,711 8,755 2,475 44,716 48,963
19,895 8,870 10,015 1,400 40,180 45,144
9,485 7,805 2,880 2,680 22,850 25,736
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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