AoeStats
← andrewcarnegiehill_2006

QS Arena

503737297Analyzed
4v4 RM · 2mo ago on Sep 2, 2026· 53m 36s· 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
🇲🇽 Khmer · Mexico
1179
+14
🇺🇸 Goths · United States
1169
+15
🇺🇸 Lithuanians · United States
1136
+16
🇺🇸 Turks · United States
1121
+17
vs
🇲🇽 Spanish · Mexico
1242
-20
🇨🇳 Khmer · China
1159
-16
🇨🇴 Saracens · Colombia
1088
-13
🇨🇳 Persians · China
1075
-13
Player eAPM Actions Feudal Castle Imperial Opening
50 2,684 9:20 12:37 29:46 ⛏ Fast Castle
49 2,638 8:09 12:32 28:27 ⛏ Fast Castle
37 1,989 9:05 13:18 18:00 ◆ FC into Fast Imp
35 1,898 9:17 12:23 25:29 ⛏ Fast Castle
32 1,723 9:07 13:29 28:59 ⛏ Fast Castle
31 1,678 7:54 12:30 30:30 ⛏ Fast Castle
26 1,402 8:18 11:52 28:11 ⛏ Fast Castle
20 1,080 8:36 13:11 40:29 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
49,805 21,120 25,010 1,825 97,760 104,836
52,655 18,025 22,160 4,300 97,140 110,070
49,375 22,175 11,430 2,845 85,825 112,321
33,050 22,350 21,700 1,050 78,150 88,244
30,030 24,082 14,150 3,660 71,922 74,818
29,650 26,695 9,040 1,600 66,985 88,739
24,400 13,233 13,240 1,435 52,308 54,203
15,495 9,480 8,780 3,410 37,165 51,921
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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