AoeStats
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Arabia

508890824Analyzed
2v2 RM · 9d ago on Sep 24, 2026· 61m 47s· 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
🇨🇳 Britons · China
1007
+16
🇨🇳 Cumans · China
1006
+15
🇦🇷 Huns · Argentina
1017
-16
🇨🇿 Britons · Czechia
985
-15
Player eAPM Actions Feudal Castle Imperial Opening
67 4,140 10:09 24:22 43:25 ⚔ Scouts into Skirms
37 2,263 9:08 22:45 38:20 ⚔ Archer Rush
32 1,985 9:21 22:31 39:08 ⚔ Archer Rush
24 1,495 10:17 16:23 40:27 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
26,510 21,575 17,330 4,300 69,715 81,156
28,150 23,043 14,795 3,225 69,213 79,332
14,430 20,927 19,955 2,900 58,212 82,326
20,250 16,530 8,245 1,250 46,275 48,214
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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