AoeStats
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Arabia

510500584Analyzed
2v2 RM · 2d ago on Oct 1, 2026· 42m 34s· 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
🇨🇳 Vietnamese · China
1138
+21
🇨🇳 Teutons · China
1128
+21
🇮🇳 Ethiopians · India
1288
-23
🇩🇪 Berbers · Germany
1188
-19
Player eAPM Actions Feudal Castle Imperial Opening
60 2,543 10:51 33:45 — ⚔ Skirmisher Rush
49 2,106 10:46 22:49 — ⚔ FC into Scouts
42 1,783 9:32 22:20 39:23 ⚔ Scout Rush
33 1,413 10:32 22:29 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,025 14,049 10,275 2,150 43,499 45,415
15,535 9,027 4,485 1,125 30,172 32,947
7,700 6,742 920 1,225 16,587 17,559
3,460 4,220 2,810 200 10,690 12,327
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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