AoeStats
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Arabia

509103285Analyzed
2v2 RM · 8d ago on Sep 25, 2026· 58m 21s· 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
🇨🇳 Portuguese · China
1039
+16
🇨🇳 Mongols · China
1037
+16
🇫🇷 Bulgarians · France
1039
-16
🇫🇷 Hindustanis · France
1039
-16
Player eAPM Actions Feudal Castle Imperial Opening
55 3,195 9:12 21:15 37:52 ⚔ Scout Rush
43 2,501 11:04 25:20 38:00 ⚔ Archers into Scouts
30 1,730 11:10 24:57 41:30 ⚔ Scouts into Skirms
26 1,503 13:05 19:46 37:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
29,695 19,976 15,775 2,605 68,051 71,630
28,580 14,999 17,375 2,270 63,224 67,380
25,495 16,745 14,480 2,350 59,070 66,635
21,350 15,058 11,445 2,700 50,553 64,334
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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