AoeStats
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Arabia

507482278Analyzed
2v2 RM · 2mo ago on Sep 18, 2026· 46m 14s· 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
🇹🇼 Spanish · Taiwan
1209
+14
🇹🇼 Vietnamese · Taiwan
1101
+18
vs
🇭🇰 Khmer · Hong Kong SAR China
1218
-18
🇭🇰 Franks · Hong Kong SAR China
1098
-14
Player eAPM Actions Feudal Castle Imperial Opening
51 2,377 10:10 23:44 41:26 ⚔ Scout Rush
41 1,901 9:15 23:45 39:30 ⚔ Archer Rush
37 1,732 10:58 14:59 38:02 ⛏ Fast Castle
36 1,658 10:58 17:23 43:14 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,045 12,271 10,865 3,550 48,731 57,698
15,915 14,620 10,155 2,850 43,540 49,195
16,170 12,471 5,570 500 34,711 37,397
12,790 9,742 6,975 1,045 30,552 32,911
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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