AoeStats
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Arabia

510300550Analyzed
2v2 RM · 3d ago on Sep 30, 2026· 54m 41s· 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 · South Korea
1044
+49
🇦🇺 Mongols · Australia
1029
+19
🇨🇳 Franks · China
1095
-19
🇻🇳 Ethiopians · Vietnam
1076
-18
Player eAPM Actions Feudal Castle Imperial Opening
45 2,458 9:47 19:41 39:56 ⚔ Scout Rush
42 2,300 9:25 23:29 47:55 ⚔ Scout Rush
35 1,921 9:05 22:32 35:33 ⚔ Archer Rush
29 1,560 10:42 20:59 40:45 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,635 14,490 11,025 2,250 57,400 67,614
20,385 11,485 10,210 2,800 44,880 52,418
11,680 14,781 12,660 3,115 42,236 48,203
18,510 10,246 9,315 1,900 39,971 44,523
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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