AoeStats
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Arabia

506396306Analyzed
2v2 RM · 20d ago on Sep 13, 2026· 49m 35s· 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
🇨🇦 Vikings · Canada
1332
+15
🇩🇪 Saracens · Germany
1284
+17
🇭🇰 Ethiopians · Hong Kong SAR China
1339
-17
🇭🇰 Magyars · Hong Kong SAR China
1288
-15
Player eAPM Actions Feudal Castle Imperial Opening
77 3,822 9:34 24:26 48:19 ⚔ Scout Rush
74 3,648 8:28 21:57 48:11 ⚔ Archer Rush
53 2,626 9:38 23:31 40:17 ⚔ Archer Rush
46 2,276 10:48 21:53 40:41 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
17,475 20,249 14,635 2,685 55,044 67,159
20,800 16,036 13,910 1,605 52,351 55,703
14,355 15,140 9,340 1,730 40,565 45,141
18,335 7,945 9,760 215 36,255 41,292
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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