AoeStats
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Arabia

503859500Analyzed
2v2 RM · 2mo ago on Sep 2, 2026· 53m 12s· 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 · Germany
1027
+16
🇳🇱 Tatars · Netherlands
1024
+16
vs
🇩🇪 Magyars · Germany
1029
-16
🇩🇪 Tatars · Germany
1029
-16
Player eAPM Actions Feudal Castle Imperial Opening
71 3,752 9:16 19:39 — ⚔ Scout Rush
43 2,298 10:06 25:09 39:38 ⚔ Archer Rush
32 1,685 9:29 23:33 — ⚔ Scout Rush
28 1,464 9:48 22:19 40:26 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,155 14,112 12,070 2,315 45,652 47,187
21,695 9,462 11,655 2,250 45,062 47,820
12,500 13,329 10,995 1,600 38,424 44,315
15,125 7,980 6,480 1,500 31,085 34,202
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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