AoeStats
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Arabia

503073509Analyzed
4v4 EW · 11d ago on Aug 30, 2026· 7m 37s· 8 players
Game mode
Empire Wars
Map size
Large (8 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Feudal Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇨🇳 Khmer · China
1325
+3
🇨🇳 Lithuanians · China
1321
+3
🇨🇳 Vietnamese · China
1286
+3
🇨🇳 Slavs · China
1242
+4
🇲🇽 Persians · Mexico
995
-7
🇨🇳 Chinese · China
907
-3
🇨🇳 Chinese · China
898
-3
🇸🇬 Mongols · Singapore
838
-2
Player eAPM Actions Feudal Castle Imperial Opening
64 485
50 382
49 370
28 216
20 151
18 141
13 102
11 82

Resources

Player Food Wood Gold Stone Spent Collected
1,610 2,170 745 125 4,650 5,291
1,985 1,605 100 0 3,690 4,949
1,605 1,805 100 125 3,635 4,315
1,720 1,450 0 0 3,170 4,985
1,495 1,360 200 30 3,085 3,597
1,150 1,488 100 0 2,738 4,694
965 1,275 405 30 2,675 3,573
1,370 475 0 0 1,845 2,920
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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