AoeStats
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Arabia

510909873Analyzed
2v2 RM · 13h ago on Oct 3, 2026· 89m 18s· 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
🇧🇷 Malay · Brazil
753
+16
🇧🇷 Teutons · Brazil
735
+17
🇨🇱 Magyars · Chile
765
-17
🇨🇱 Franks · Chile
744
-16
Player eAPM Actions Feudal Castle Imperial Opening
32 2,897 10:55 19:23 40:07 ⚔ Scout Rush
24 2,169 9:59 19:48 33:52 ⛏ Fast Castle
21 1,875 12:51 23:09 43:57
19 1,694 10:16 25:34 41:48 ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
40,320 38,555 25,245 2,695 106,815 115,221
41,025 33,485 23,290 4,235 102,035 113,051
26,675 24,360 33,375 3,220 87,630 105,025
31,520 30,438 14,600 2,050 78,608 88,443
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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