AoeStats
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Arabia

510526337Analyzed
2v2 RM · 16h ago on Oct 1, 2026· 38m 53s· 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
🇳🇴 Tatars · Norway
1667
+5
🇳🇴 Malay · Norway
1098
+23
🇦🇺 Teutons · Australia
1370
-16
🇳🇿 Armenians · New Zealand
1280
-12
Player eAPM Actions Feudal Castle Imperial Opening
71 2,752 8:55 23:11 — ⚔ Archer Rush
47 1,817 9:02 22:58 — ⚔ Scout Rush
38 1,495 10:00 25:58 — ⚔ Archer Rush
30 1,181 9:43 20:16 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,925 7,320 5,905 1,500 33,650 36,029
6,725 11,304 8,880 5 26,914 30,427
9,110 7,635 2,260 250 19,255 20,213
6,415 7,404 3,425 225 17,469 17,694
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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