AoeStats
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Arabia

508796317Analyzed
2v2 RM · 6d ago on Sep 24, 2026· 37m 39s· 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
🇺🇸 Tatars · United States
1373
+15
🇺🇸 Franks · United States
1373
+15
🇲🇽 Jurchens · Mexico
1347
-15
🇲🇽 Cumans · Mexico
1345
-15
Player eAPM Actions Feudal Castle Imperial Opening
63 2,356 9:21 22:26 — ⚔ Archer Rush
59 2,237 9:23 24:47 — ⚔ Scout Rush
39 1,462 8:35 23:11 — ⚔ Scout Rush
31 1,161 9:21 22:37 — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
8,915 10,310 4,410 305 23,940 25,862
12,625 6,324 4,235 300 23,484 24,411
10,980 5,682 2,220 2,080 20,962 21,293
9,160 6,908 2,330 300 18,698 22,463
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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