AoeStats
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Arabia

506688460Analyzed
2v2 RM · 17d ago on Sep 14, 2026· 46m 34s· 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
🇩🇪 Lithuanians · Germany
1279
+13
🇩🇪 Vietnamese · Germany
1278
+14
🇨🇱 Bulgarians · Chile
1242
-14
🇨🇱 Mongols · Chile
1213
-13
Player eAPM Actions Feudal Castle Imperial Opening
59 2,759 8:24 19:01 37:41 ⚔ Scout Rush
47 2,206 10:45 22:00 42:06 ⚔ Drush into Skirms
38 1,758 9:44 22:28 43:02 ⚔ Archers into Skirms
30 1,397 9:33 24:53 38:34 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,195 10,479 7,605 975 39,254 41,161
18,010 10,345 8,920 1,625 38,900 43,541
15,405 13,025 6,270 1,525 36,225 38,682
14,440 14,673 3,955 980 34,048 34,672
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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