AoeStats
← Shiboridashi

Arabia

503817917Analyzed
2v2 RM · 1mo ago on Sep 2, 2026· 62m 49s· 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
🇫🇷 Persians · France
1206
+11
🇫🇷 Chinese · France
1169
+16
🇨🇳 Tatars · China
1121
-13
🇫🇷 Aztecs · France
1051
-10
Player eAPM Actions Feudal Castle Imperial Opening
53 3,311 9:30 22:38 45:32 ⚔ Scouts into Archers
38 2,411 10:06 15:54 48:09 ⛏ Fast Castle
26 1,646 10:24 21:16 54:42 ⚔ Scout Rush
24 1,519 13:07 18:56 52:47 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
30,295 15,503 18,360 1,125 65,283 72,421
30,315 10,510 15,940 1,150 57,915 58,616
13,520 21,073 15,980 2,355 52,928 65,093
14,185 9,727 10,145 3,510 37,567 38,918
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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