AoeStats
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Arabia

509346226Analyzed
2v2 RM · 6d ago on Sep 26, 2026· 19m 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
🇫🇷 Shu · France
1750
+8
🇫🇷 Turks · France
1617
+13
🇹🇷 Muisca · Türkiye
1600
-12
🇧🇪 Byzantines · Belgium
1516
-9
Player eAPM Actions Feudal Castle Imperial Opening
76 1,453 8:47 — — ⚔ Archer Rush
61 1,160 8:19 — — ⚔ Scout Rush
39 745 9:01 — — ⚔ Scout Rush
37 709 10:25 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,920 3,028 955 0 6,903 7,790
3,075 2,660 1,020 0 6,755 7,807
3,665 2,667 50 0 6,382 6,826
2,715 1,787 50 125 4,677 4,708
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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