AoeStats
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Arabia

504014081Analyzed
2v2 RM · 7d ago on Sep 3, 2026· 70m 59s· 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
🇫🇷 Khmer · France
1094
+16
🇦🇷 Magyars · Argentina
1005
+20
🇨🇿 Ethiopians · Czechia
1101
-18
🇨🇿 Lithuanians · Czechia
1101
-18
Player eAPM Actions Feudal Castle Imperial Opening
41 2,940 9:09 21:29 39:39 ⚔ M@A FC
37 2,648 8:58 21:15 43:12 ⚔ Scout Rush
32 2,255 11:47 21:30 41:32 ⚔ Scouts into Skirms
21 1,509 9:09 24:31 35:13 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
31,120 24,927 18,545 950 75,542 79,470
28,165 26,146 7,920 2,650 64,881 70,596
25,125 19,559 16,860 2,855 64,399 71,225
16,260 17,223 8,085 1,465 43,033 44,860
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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