AoeStats
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Arabia

503504081Analyzed
2v2 RM · 1mo ago on Sep 1, 2026· 52m 0s· 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
🇨🇦 Armenians · Canada
948
+14
🇨🇦 Franks · Canada
891
+17
🇧🇷 Franks · Brazil
1012
-20
🇧🇷 Maya · Brazil
798
-11
Player eAPM Actions Feudal Castle Imperial Opening
43 2,225 11:14 25:43 45:59 ⚔ Archer Rush
42 2,161 10:23 21:52 39:14 ⚔ M@A into Skirms
39 2,018 10:53 22:04 40:26 ⚔ M@A FC
24 1,264 10:21 25:33 45:37 ⚔ Drush into Archers into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
20,330 14,064 10,670 2,900 47,964 51,527
20,705 13,815 8,480 1,755 44,755 65,783
12,050 11,732 6,230 2,100 32,112 34,584
13,760 7,419 6,675 1,600 29,454 36,558
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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