AoeStats
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Arabia

510515881Analyzed
2v2 RM · 12h ago on Oct 1, 2026· 51m 45s· 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
🇬🇧 Mongols · United Kingdom
963
+15
🇨🇳 Malians · China
923
+16
🇨🇳 Chinese · China
955
-16
🇦🇺 Bulgarians · Australia
930
-15
Player eAPM Actions Feudal Castle Imperial Opening
27 1,410 11:33 18:18 37:04
25 1,277 9:53 31:59 38:02 ⚔ Archers into Towers
25 1,269 11:57 22:51 36:31 ⚔ Scout Rush
22 1,147 10:33 26:20 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
30,635 13,178 10,295 2,490 56,598 61,847
16,155 12,750 7,710 3,350 39,965 43,974
16,750 11,922 5,425 1,285 35,382 37,434
14,835 11,361 4,680 2,150 33,026 35,100
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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