AoeStats
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Arabia

510289900Analyzed
2v2 RM · 1d ago on Sep 30, 2026· 45m 50s· 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 · Taiwan
1385
+8
🇹🇼 Mongols · Taiwan
1275
+12
🇳🇱 Portuguese · Netherlands
1208
-11
🇬🇷 Wei · Greece
1168
-9
Player eAPM Actions Feudal Castle Imperial Opening
72 3,287 9:05 22:19 41:51 ⚔ Scouts into Skirms
47 2,146 8:49 22:25 42:12 ⚔ Scout Rush
41 1,896 7:55 19:46 37:52 ⚔ Scout Rush
36 1,659 9:24 23:19 38:27 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,645 12,815 7,890 3,160 40,510 42,165
15,435 14,275 7,985 1,600 39,295 41,164
19,465 9,237 7,395 1,705 37,802 41,401
11,905 10,730 7,845 210 30,690 32,504
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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