AoeStats
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Arabia

509092677Analyzed
2v2 RM · 6d ago on Sep 25, 2026· 64m 22s· 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
🇹🇼 Georgians · Taiwan
1362
+18
🇹🇼 Berbers · Taiwan
1362
+18
🇨🇳 Varangians · China
1539
-23
🇫🇷 Danes · France
1287
-13
Player eAPM Actions Feudal Castle Imperial Opening
58 3,727 9:08 25:47 54:39 ⚔ Scout Rush
49 3,141 8:42 22:41 40:01 ⚔ Archer Rush
36 2,310 8:54 23:28 45:40 ⚔ Scout Rush
27 1,756 9:16 22:07 38:50 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
35,425 24,748 14,355 1,585 76,113 83,944
36,465 21,194 14,855 3,550 76,064 81,035
35,160 21,041 15,695 2,975 74,871 89,464
19,470 9,209 6,345 200 35,224 38,642
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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