AoeStats
← timmywang50301

Arabia

513634837Analyzed
2v2 RM · 2d ago on Oct 14, 2026· 39m 57s· 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
🇹🇼 Turks · Taiwan
1064
+15
🇹🇼 Inca · Taiwan
1056
+16
vs
🇨🇴 Italians · Colombia
1057
-16
🇺🇸 Hindustanis · United States
1044
-15
Player eAPM Actions Feudal Castle Imperial Opening
42 1,688 9:40 22:57 39:41 ⚔ Scout Rush
31 1,251 9:28 14:27 34:28 ⛏ Fast Castle
28 1,127 10:00 19:02 35:58 ⚔ Archer Rush
24 945 9:51 19:19 33:21 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,995 9,547 5,920 970 32,432 35,046
13,615 10,997 5,290 1,645 31,547 33,286
13,270 9,829 5,335 2,285 30,719 33,251
10,920 5,316 6,030 1,400 23,666 26,295
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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