AoeStats
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Arabia

510739919Analyzed
2v2 RM · 11h ago on Oct 2, 2026· 47m 17s· 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
🇨🇳 Britons · China
1405
+16
🇩🇪 Bengalis · Germany
1285
+21
🇩🇪 Tatars · Germany
1413
-19
🇩🇪 Khmer · Germany
1383
-18
Player eAPM Actions Feudal Castle Imperial Opening
40 1,911 9:54 21:14 40:21 ⚔ Scout Rush
34 1,605 9:14 20:39 35:04 ⚔ Archer Rush
31 1,470 9:16 23:43 39:32 ⚔ Archers into Skirms
29 1,367 8:41 19:03 40:54 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,595 18,785 11,975 2,200 61,555 64,633
20,250 14,271 11,350 985 46,856 51,228
19,205 9,539 10,390 100 39,234 42,647
10,910 12,840 8,625 1,250 33,625 35,672
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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