AoeStats
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Arabia

503569279Analyzed
2v2 RM · 7d ago on Sep 1, 2026· 47m 43s· 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
🇨🇳 Huns · China
839
+14
🇨🇱 Japanese · Chile
761
+18
🇫🇷 Gurjaras · France
805
-16
🇨🇭 Lithuanians · Switzerland
791
-16
Player eAPM Actions Feudal Castle Imperial Opening
27 1,277 11:17 22:36 ⚔ Scouts into Skirms
23 1,098 12:28 19:22 37:32 ⛏ Fast Castle
20 964 11:19 34:18 ⚔ M@A Rush
10 459 13:51 22:52 ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
16,645 7,420 10,770 1,005 35,840 41,211
12,005 8,199 4,225 850 25,279 29,470
12,000 8,608 2,760 1,810 25,178 27,767
7,540 5,470 1,530 1,050 15,590 15,621
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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