AoeStats
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Arabia

510864445Analyzed
2v2 RM · 14h ago on Oct 2, 2026· 58m 37s· 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
🇦🇷 Chinese · Argentina
413
+21
🇦🇷 Vietnamese · Argentina
412
+21
🇺🇿 Tatars · Uzbekistan
601
-23
🇮🇹 Huns · Italy
468
-19
Player eAPM Actions Feudal Castle Imperial Opening
29 1,671 10:13 23:03 39:08 ⛏ Fast Castle
21 1,237 10:36 20:14 39:40 ⚔ FC into Scouts
19 1,134 12:23 26:44 39:29 ⛏ Fast Castle
15 869 12:30 26:43 41:03 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,280 15,445 9,880 1,500 51,105 65,634
13,300 15,175 11,185 2,425 42,085 44,089
16,210 13,125 9,725 1,585 40,645 48,981
15,050 14,431 6,470 1,630 37,581 52,010
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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