AoeStats
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Arabia

506062727Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 48m 20s· 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
🇹🇼 Koreans · Taiwan
1469
+9
🇹🇼 Tatars · Taiwan
1396
+12
🇯🇵 Vietnamese · Japan
1329
-11
🇯🇵 Burgundians · Japan
1299
-10
Player eAPM Actions Feudal Castle Imperial Opening
69 3,325 9:15 23:25 41:09 ⚔ Archer Rush
57 2,770 9:27 23:16 38:45 ⚔ Skirms into Scouts
54 2,630 9:55 22:17 40:03 ⚔ Archer Rush
47 2,273 11:53 26:51 40:13 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,295 15,259 8,750 2,535 50,839 54,616
19,515 11,066 9,810 1,120 41,511 41,924
15,810 15,085 9,355 300 40,550 41,608
11,705 12,711 9,460 1,825 35,701 38,173
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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