AoeStats
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Arabia

504515184Analyzed
2v2 RM · 26d ago on Sep 5, 2026· 24m 10s· 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
🇩🇰 Japanese · Denmark
1910
+4
🇩🇰 Dravidians · Denmark
1748
+8
🇪🇸 Jurchens · Spain
1626
-7
🇪🇸 Berbers · Spain
1548
-5
Player eAPM Actions Feudal Castle Imperial Opening
60 1,439 8:53 20:41 — ⚔ Scout Rush
59 1,432 8:46 23:00 — ⚔ Archer Rush
58 1,399 8:30 23:34 — ⚔ Scout Rush
53 1,292 9:34 — — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
7,440 3,562 870 0 11,872 12,188
4,770 4,322 2,000 100 11,192 11,366
5,775 3,762 1,100 100 10,737 10,675
4,420 3,491 100 0 8,011 9,315
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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