AoeStats
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Arabia

509878803Analyzed
2v2 RM · 3d ago on Sep 28, 2026· 51m 50s· 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
🇹🇷 Khmer · Türkiye
1005
+16
🇪🇸 Spanish · Spain
966
+18
🇨🇳 Tatars · China
1094
-21
🇨🇳 Magyars · China
914
-13
Player eAPM Actions Feudal Castle Imperial Opening
67 3,467 9:19 20:51 38:30 ⚔ Scout Rush
24 1,258 9:50 20:57 40:55 ⛏ Fast Castle
24 1,245 9:47 21:34 40:31
12 628 9:39 20:11 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
20,515 16,776 12,300 1,650 51,241 54,724
16,495 18,026 5,890 2,925 43,336 50,489
18,075 7,250 12,500 1,125 38,950 48,851
5,280 3,259 1,585 680 10,804 11,142
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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