AoeStats
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Arabia

510097556Analyzed
2v2 RM · 4d ago on Sep 29, 2026· 39m 53s· 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
🇦🇺 Mongols · Australia
1014
+15
🇰🇷 Franks · South Korea
1002
+42
🇦🇷 Goths · Argentina
996
-39
🇺🇸 Georgians · United States
990
-15
Player eAPM Actions Feudal Castle Imperial Opening
44 1,759 10:06 20:28 33:52 ⚔ Scout Rush
29 1,172 9:54 20:47 35:57 ⚔ Scout Rush
28 1,114 11:41 23:57 —
27 1,090 10:27 15:30 35:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,365 8,680 5,745 200 33,990 38,994
11,925 7,760 4,310 1,500 25,495 31,813
11,705 8,015 3,580 1,705 25,005 27,408
4,610 3,376 340 0 8,326 8,831
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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