AoeStats
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Arabia

506730868Analyzed
2v2 RM · 17d ago on Sep 14, 2026· 85m 59s· 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
🇬🇧 Mongols · United Kingdom
1342
+14
🇩🇪 Malians · Germany
1280
+17
🇧🇪 Japanese · Belgium
1334
-17
🇨🇦 Persians · Canada
1261
-14
Player eAPM Actions Feudal Castle Imperial Opening
40 3,466 9:03 22:02 42:37 ⚔ Scouts into Skirms
40 3,401 10:51 22:55 40:08 ⚔ Archer Rush
38 3,299 9:21 22:53 40:19 ⚔ M@A into Archers
22 1,886 9:45 23:14 39:33 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
84,060 36,063 20,685 4,765 145,573 146,456
52,245 35,895 29,935 6,715 124,790 140,999
49,305 30,582 21,155 3,360 104,402 119,098
12,155 19,379 15,135 885 47,554 48,237
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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