AoeStats
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Arabia

507649864Analyzed
2v2 RM · 13d ago on Sep 19, 2026· 45m 8s· 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
🇯🇵 Jurchens · Japan
1265
+14
🇯🇵 Lithuanians · Japan
1244
+15
🇧🇷 Turks · Brazil
1246
-15
🇧🇷 Khmer · Brazil
1203
-14
Player eAPM Actions Feudal Castle Imperial Opening
63 2,825 9:47 21:34 39:42 ⚔ Scouts into Skirms
57 2,569 10:58 24:35 — ⚔ Archer Rush
50 2,279 8:47 21:47 43:28 ⚔ Scouts into Archers
43 1,925 8:43 23:22 43:55 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,440 14,109 9,285 1,430 51,264 54,388
14,910 15,963 6,820 1,615 39,308 44,441
16,720 11,362 5,725 850 34,657 36,161
13,870 10,536 5,485 1,600 31,491 33,755
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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