AoeStats
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Arabia

503272216Analyzed
2v2 RM · 9d ago on Aug 30, 2026· 46m 53s· 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
🇺🇸 Tatars · United States
874
+14
🇨🇴 Burgundians · Colombia
817
+17
🇬🇧 Mongols · United Kingdom
900
-19
🇬🇧 Franks · United Kingdom
780
-13
Player eAPM Actions Feudal Castle Imperial Opening
35 1,633 9:06 27:28 ⚔ Archer Rush
33 1,570 9:48 24:58 ⚔ Scout Rush
15 703 11:10 32:51 ⚔ Scouts into Skirms
11 532 11:24 29:49 45:17 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,095 6,969 6,105 2,250 29,419 41,062
12,455 7,747 4,875 1,050 26,127 34,104
9,765 7,035 2,865 570 20,235 22,240
8,415 7,175 1,400 1,220 18,210 20,560
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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