AoeStats
← sam_robinson1994

Arabia

513710941Analyzed
2v2 RM · 3d ago on Oct 14, 2026· 48m 4s· 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 · United Kingdom
1234
+14
🇳🇱 Mongols · Netherlands
1233
+15
vs
🇨🇴 Persians · Colombia
1215
-15
🇨🇦 Japanese · Canada
1191
-14
Player eAPM Actions Feudal Castle Imperial Opening
53 2,563 8:04 25:26 43:47 ⚔ Scouts into Skirms
49 2,359 9:46 21:24 39:47 ⚔ Scout Rush
31 1,486 9:44 23:09 45:10 ⚔ Scout Rush
28 1,352 10:13 24:45 40:26 ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
21,540 10,476 13,165 200 45,381 54,775
16,520 13,788 9,010 2,970 42,288 44,905
14,055 6,942 8,195 735 29,927 32,259
11,705 8,586 4,460 340 25,091 25,823
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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