AoeStats
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Arabia

509289536Analyzed
2v2 RM · 7d ago on Sep 26, 2026· 65m 1s· 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 · Saudi Arabia
836
+12
🇹🇷 Portuguese · Türkiye
662
+19
🇲🇽 Persians · Mexico
743
-16
🇲🇽 Huns · Mexico
726
-15
Player eAPM Actions Feudal Castle Imperial Opening
22 1,450 12:18 27:42 46:25 ⚔ Scout Rush
17 1,114 12:20 24:55 50:00 ⚔ Scouts into Skirms
17 1,121 12:44 21:40 50:13 ⛏ Fast Castle
16 1,056 11:06 16:01 50:05 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,945 28,680 10,105 2,650 70,380 86,705
17,670 20,199 11,935 2,250 52,054 59,121
17,460 10,675 11,065 1,580 40,780 42,822
19,390 7,605 10,595 850 38,440 47,637
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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