AoeStats
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Arabia

506641796Analyzed
2v2 RM · 18d ago on Sep 14, 2026· 89m 12s· 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
🇹🇼 Saracens · Taiwan
1174
+18
🇧🇷 Franks · Brazil
1126
+21
🇬🇷 Khmer · Greece
1229
-20
🇩🇰 Romans · Denmark
1223
-19
Player eAPM Actions Feudal Castle Imperial Opening
61 5,483 10:37 14:51 37:16 ⛏ Fast Castle
42 3,707 9:26 18:31 39:29 ⚔ M@A FC
32 2,853 9:22 24:33 40:38 ⚔ M@A into Archers
30 2,696 8:42 18:26 38:40 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
58,810 40,207 36,085 4,600 139,702 142,519
62,945 60,878 11,675 2,270 137,768 149,711
63,920 36,332 15,675 1,750 117,677 132,241
50,925 35,258 25,910 2,100 114,193 123,018
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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