AoeStats
← Steven S Lee

Arabia

513831787Analyzed
2v2 RM · 22d ago on Oct 15, 2026· 29m 48s· 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
🇭🇰 Tatars · Hong Kong SAR China
1467
+13
🇭🇰 Muisca · Hong Kong SAR China
1414
+16
vs
🇻🇳 Ethiopians · Vietnam
1413
-15
🇿🇦 Berbers · South Africa
1390
-14
Player eAPM Actions Feudal Castle Imperial Opening
66 1,953 9:19 23:33 27:58 ⚔ Archers into Fast Imp
59 1,747 9:17 23:39 — ⚔ Scouts into Skirms
57 1,696 8:57 23:04 — ⚔ Scouts into Skirms into Archers
44 1,303 10:01 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,135 7,912 3,980 100 19,127 19,610
5,245 7,946 3,205 125 16,521 16,778
6,710 5,258 4,150 0 16,118 16,295
6,885 4,919 975 100 12,879 14,300
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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