AoeStats
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Arabia

503203207Analyzed
2v2 RM · 10d ago on Aug 30, 2026· 50m 26s· 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
🇹🇷 Jurchens · Türkiye
1495
+14
🇫🇷 Ethiopians · France
1432
+17
🇨🇿 Wei · Czechia
1505
-18
🇨🇿 Spanish · Czechia
1405
-13
Player eAPM Actions Feudal Castle Imperial Opening
106 5,333 8:56 19:37 40:18 ⚔ Scout Rush
65 3,281 8:55 23:25 41:21 ⚔ Scouts into Skirms
36 1,829 10:01 25:44 46:07 ⚔ Archer Rush
35 1,784 9:20 21:58 44:29 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,835 11,035 8,340 1,700 50,910 54,242
13,975 21,413 9,105 975 45,468 46,365
14,065 14,753 10,550 1,500 40,868 48,463
15,980 9,929 10,040 1,785 37,734 40,880
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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