AoeStats
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Arabia

509863888Analyzed
2v2 RM · 3d ago on Sep 28, 2026· 48m 52s· 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 · Taiwan
1340
+20
🇹🇼 Turks · Taiwan
1339
+20
🇹🇼 Ethiopians · Taiwan
1457
-22
🇨🇳 Persians · China
1384
-18
Player eAPM Actions Feudal Castle Imperial Opening
52 2,547 9:27 23:06 40:03 ⚔ Scout Rush
40 1,978 9:30 23:29 43:11 ⚔ Archer Rush
33 1,599 8:22 27:20 40:13 ⚔ Scout Rush
28 1,370 9:30 25:40 44:46 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
20,270 24,695 13,675 3,400 62,040 64,184
27,320 12,187 13,370 2,950 55,827 62,518
20,145 13,234 9,295 2,280 44,954 46,326
13,025 14,620 7,505 1,725 36,875 40,414
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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