AoeStats
← Evil Empire

QS Arena

503431634Analyzed
4v4 RM · 2mo ago on Aug 31, 2026· 69m 40s· 8 players
Game mode
Random Map
Map size
Large (8 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
🇬🇧 Franks · United Kingdom
850
+15
🇸🇪 Armenians · Sweden
850
+15
🇹🇼 Jurchens · Taiwan
836
+16
🇸🇮 Celts · Slovenia
818
+17
vs
🇬🇧 Vietnamese · United Kingdom
899
-19
🇬🇧 Hindustanis · United Kingdom
898
-19
🇬🇧 Italians · United Kingdom
863
-17
🇬🇧 Cumans · United Kingdom
672
-9
Player eAPM Actions Feudal Castle Imperial Opening
24 1,686 8:50 13:05 29:49 ⛏ Fast Castle
24 1,672 8:08 12:25 43:21 ⛏ Fast Castle
23 1,613 10:20 15:57 35:59 ⛏ Fast Castle
21 1,495 7:53 14:01 33:47 ⛏ Fast Castle
18 1,281 11:04 15:58 33:39 ⚔ FC into Archers
14 969 9:44 13:14 47:40 ⛏ Fast Castle
12 840 8:35 13:10 40:45 ⛏ Fast Castle
10 690 12:35 16:22 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
43,770 30,925 26,440 2,675 103,810 109,222
31,755 26,545 26,730 5,530 90,560 117,979
20,310 33,045 27,910 5,500 86,765 142,732
29,565 18,300 25,120 2,805 75,790 88,362
19,620 28,385 13,555 5,150 66,710 74,533
16,025 27,675 12,585 3,265 59,550 67,501
22,240 21,971 11,355 2,535 58,101 59,770
11,655 13,460 8,650 1,400 35,165 40,664
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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