AoeStats
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Arabia

506856043Analyzed
2v2 RM · 17d ago on Sep 15, 2026· 24m 27s· 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
🇳🇴 Huns · Norway
1615
+7
🇻🇳 Italians · Vietnam
1517
+11
🇨🇳 Persians · China
1397
-9
🇨🇳 Vikings · China
1396
-9
Player eAPM Actions Feudal Castle Imperial Opening
66 1,625 9:12 22:27 — ⚔ Archer Rush
48 1,185 8:42 22:18 — ⚔ Scout Rush
45 1,092 9:17 23:03 — ⚔ Scout Rush
45 1,096 9:33 — — ⚔ Drush into Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
4,675 4,657 2,880 100 12,312 12,351
6,545 4,311 1,070 0 11,926 13,401
6,260 3,232 925 100 10,517 10,830
3,385 3,508 1,375 125 8,393 10,026
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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