AoeStats
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Arabia

506539944Analyzed
2v2 RM · 18d ago on Sep 14, 2026· 46m 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
🇪🇨 Koreans · Ecuador
834
+19
🇦🇷 Cumans · Argentina
817
+19
🇦🇷 Hindustanis · Argentina
900
-19
🇺🇸 Mongols · United States
897
-19
Player eAPM Actions Feudal Castle Imperial Opening
33 1,531 12:28 23:11 — ⚔ Archer Rush
20 943 11:11 23:09 43:54 ⚔ Skirmisher Rush
20 943 14:47 35:55 —
13 631 11:26 22:22 31:25 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,245 18,226 6,150 3,190 43,811 48,725
13,745 7,840 7,370 3,015 31,970 36,294
9,195 9,522 3,245 1,400 23,362 25,491
8,130 7,467 1,820 980 18,397 20,072
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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