AoeStats
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Arabia

509727212Analyzed
2v2 RM · 4d ago on Sep 27, 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
🇹🇼 Inca · Taiwan
1051
+16
🇹🇼 Turks · Taiwan
1050
+17
🇹🇷 Hindustanis · Türkiye
1066
-17
🇹🇷 Huns · Türkiye
1056
-16
Player eAPM Actions Feudal Castle Imperial Opening
41 1,980 10:09 20:42 39:30 ⚔ Scout Rush
40 1,956 9:19 19:57 35:20 ⚔ Archer Rush
35 1,703 10:51 21:22 42:03
21 1,035 11:04 19:26 34:59 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,245 14,208 10,145 3,560 53,158 56,608
23,275 12,375 10,115 2,350 48,115 50,889
25,445 13,867 7,655 1,010 47,977 50,464
23,490 10,003 11,795 1,600 46,888 61,642
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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