AoeStats
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Arabia

506171587Analyzed
2v2 RM · 20d ago on Sep 12, 2026· 84m 25s· 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
🇧🇪 Chinese · Belgium
978
+13
🇬🇧 Britons · United Kingdom
920
+16
🇦🇷 Magyars · Argentina
968
-17
🇪🇬 Byzantines · Egypt
862
-12
Player eAPM Actions Feudal Castle Imperial Opening
59 5,007 10:00 22:22 41:25 ⚔ Archer Rush
29 2,456 10:39 21:32 38:19 ⚔ Scout Rush
22 1,824 13:28 20:01 33:47 ⛏ Fast Castle
14 1,168 11:26 19:02 34:46 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
48,150 63,835 24,780 6,975 143,740 152,961
64,485 41,145 13,865 2,000 121,495 126,842
37,965 30,500 18,740 1,400 88,605 96,699
11,940 19,405 18,465 2,700 52,510 57,919
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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