AoeStats
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Arabia

517972796Analyzed
2v2 RM · 10d ago on Nov 1, 2026· 53m 17s· 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
🇨🇳 Tatars · China
1216
+13
🇨🇳 Spanish · China
1200
+14
vs
🇨🇳 Khmer · China
1155
-14
🇲🇹 Gurjaras · Malta
1144
-13
Player eAPM Actions Feudal Castle Imperial Opening
48 2,576 10:30 17:32 39:59 ⚔ Scouts FC
38 2,028 9:11 22:24 35:45 ⚔ Scout Rush
35 1,881 8:56 22:41 39:32 ⚔ Scout Rush
29 1,555 11:51 18:56 32:52 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,485 16,913 13,950 1,600 54,948 58,972
23,970 12,694 11,080 2,325 50,069 58,020
20,965 9,088 9,415 2,540 42,008 44,822
17,290 12,538 7,605 1,525 38,958 41,750
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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