AoeStats
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Arabia

510086466Analyzed
2v2 RM · 4d ago on Sep 29, 2026· 50m 23s· 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
🇨🇳 Franks · China
1105
+12
958
+18
🇦🇺 Mongols · Australia
1013
-15
🇰🇷 Franks · South Korea
1000
-45
Player eAPM Actions Feudal Castle Imperial Opening
45 2,247 10:30 23:48 41:23 ⚔ Scout Rush
42 2,105 10:39 19:25 37:43 ⚔ Scout Rush
25 1,261 10:58 28:20 — ⚔ Scout Rush
24 1,203 12:24 17:52 36:11 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,965 14,165 13,840 2,965 49,935 61,326
23,840 13,760 10,275 1,500 49,375 52,361
17,090 10,070 8,095 4,305 39,560 47,412
11,565 7,040 1,825 2,150 22,580 34,145
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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