AoeStats
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Arabia

510750283Analyzed
2v2 RM · 13h ago on Oct 2, 2026· 65m 42s· 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
1192
+32
🇦🇺 Mongols · Australia
1115
+18
🇹🇼 Bohemians · Taiwan
1165
-17
🇹🇼 Varangians · Taiwan
1153
-16
Player eAPM Actions Feudal Castle Imperial Opening
46 2,999 10:01 13:50 43:58 ⛏ Fast Castle
38 2,482 10:13 20:15 35:52 ⚔ Scout Rush
31 2,032 10:05 22:15 47:17 ⚔ Scout Rush
30 1,966 10:07 14:08 45:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
41,120 25,057 19,900 5,010 91,087 99,238
33,465 22,280 12,735 2,150 70,630 87,653
25,640 15,955 13,290 2,250 57,135 66,987
16,680 18,359 5,540 2,065 42,644 43,348
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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