AoeStats
← HoChiMinh

Arabia

513627738Analyzed
2v2 RM · 5d ago on Oct 14, 2026· 31m 7s· 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
🇮🇹 Hindustanis · Italy
1194
+15
🇺🇸 Khmer · United States
1193
+15
vs
🇹🇷 Huns · Türkiye
1188
-15
🇹🇷 Maya · Türkiye
1168
-15
Player eAPM Actions Feudal Castle Imperial Opening
72 2,237 9:29 22:41 — ⚔ Scout Rush
54 1,674 8:51 22:53 — ⚔ Archer Rush
51 1,573 9:24 24:07 — ⚔ Scouts into Skirms
35 1,074 9:02 23:56 —

Resources

Player Food Wood Gold Stone Spent Collected
7,985 6,226 4,615 200 19,026 20,163
7,380 5,733 1,625 210 14,948 15,788
6,670 4,901 1,575 975 14,121 14,889
5,085 4,210 1,255 0 10,550 11,148
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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