AoeStats
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Arabia

503318702Analyzed
2v2 RM · 10d ago on Aug 31, 2026· 73m 33s· 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
🇨🇱 Mongols · Chile
1133
+15
🇲🇽 Ethiopians · Mexico
1087
+17
🇺🇸 Lithuanians · United States
1135
-17
🇺🇸 Franks · United States
1102
-16
Player eAPM Actions Feudal Castle Imperial Opening
59 4,309 9:59 23:44 38:38 ⚔ Archer Rush
58 4,303 9:36 17:51 43:49 ⛏ Fast Castle
37 2,724 10:48 17:44 44:29 ⚔ Skirmisher Rush
35 2,597 8:48 23:00 45:16 ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
39,995 37,372 20,410 4,465 102,242 102,955
34,765 25,290 18,515 3,740 82,310 98,831
36,290 30,336 9,865 3,100 79,591 83,880
27,150 30,981 8,920 3,120 70,171 72,877
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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