AoeStats
← Chrissaurio

Arabia

510958371Analyzed
2v2 RM · 12h ago on Oct 3, 2026· 56m 50s· 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
🇲🇽 Teutons · Mexico
596
+14
🇲🇽 Persians · Mexico
577
+15
🇦🇺 Mongols · Australia
565
-15
🇦🇺 Mongols · Australia
557
-14
Player eAPM Actions Feudal Castle Imperial Opening
23 1,299 11:19 23:36 42:11 ⚔ Scout Rush
21 1,202 15:56 25:50 33:44 ⛏ Fast Castle
17 941 10:02 29:09 44:02 ⚔ Scout Rush
7 397 14:10 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,225 14,510 10,445 3,175 41,355 51,451
15,725 12,996 6,975 2,550 38,246 43,740
14,915 11,534 8,340 1,400 36,189 44,894
3,565 2,327 150 410 6,452 6,355
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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