AoeStats
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Arabia

510989322Analyzed
2v2 RM · 3h ago on Oct 3, 2026· 41m 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
🇨🇳 Persians · China
1461
+14
🇩🇪 Tatars · Germany
1448
+14
🇦🇺 Koreans · Australia
1417
-14
🇳🇿 Varangians · New Zealand
1409
-14
Player eAPM Actions Feudal Castle Imperial Opening
62 2,537 8:55 24:12 — ⚔ Scout Rush
50 2,042 9:05 23:50 — ⚔ Archer Rush
37 1,506 9:04 21:43 — ⚔ Archer Rush
32 1,304 8:10 19:15 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,845 7,315 10,845 325 35,330 35,335
9,750 13,255 9,555 850 33,410 36,192
8,780 11,493 7,965 950 29,188 29,834
13,790 6,324 5,570 1,965 27,649 29,380
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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