AoeStats
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Arabia

504446159Analyzed
2v2 RM · 27d ago on Sep 5, 2026· 43m 39s· 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
🇯🇵 Shu · Japan
1268
+17
🇯🇵 Persians · Japan
1242
+18
🇨🇿 Armenians · Czechia
1288
-18
🇨🇳 Goths · China
1284
-17
Player eAPM Actions Feudal Castle Imperial Opening
68 2,954 9:25 22:52 37:55 ⚔ Archer Rush
55 2,391 9:48 24:58 41:38 ⚔ Scout Rush
45 1,951 11:15 26:30 — ⚔ Archer Rush
43 1,865 13:14 30:53 — ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
20,500 12,032 11,515 2,710 46,757 50,081
16,165 11,555 6,095 1,500 35,315 37,060
14,145 7,570 2,540 2,025 26,280 26,907
9,050 6,926 3,200 200 19,376 22,478
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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