AoeStats
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Arabia

507365413Analyzed
2v2 RM · 15d ago on Sep 17, 2026· 73m 58s· 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
🇪🇨 Malay · Ecuador
694
+17
🇪🇨 Italians · Ecuador
674
+18
🇧🇷 Vietnamese · Brazil
725
-18
🇧🇷 Burgundians · Brazil
711
-17
Player eAPM Actions Feudal Castle Imperial Opening
32 2,381 10:01 23:00 41:58 ⚔ Scout Rush
22 1,660 14:51 29:05 51:57 ⚔ Drush into Towers into Archers into Scouts
17 1,221 11:49 23:21 46:52 ⚔ Tower Rush
14 1,020 8:38 22:51 37:10

Resources

Player Food Wood Gold Stone Spent Collected
28,140 37,145 10,530 1,820 77,635 83,813
30,255 16,002 8,120 2,880 57,257 72,557
17,410 16,825 9,255 4,375 47,865 48,360
20,130 14,436 7,625 3,955 46,146 58,161
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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