AoeStats
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Arabia

503826705Analyzed
4v4 RM · 7d ago on Sep 2, 2026· 20m 22s· 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
🇨🇳 Mongols · China
1337
+16
🇨🇳 Ethiopians · China
1310
+17
🇨🇳 Jurchens · China
1297
+18
🇨🇳 Maya · China
1290
+18
🇹🇼 Hindustanis · Taiwan
1434
-22
🇹🇼 Inca · Taiwan
1368
-19
🇹🇼 Slavs · Taiwan
1296
-15
🇹🇼 Maya · Taiwan
1254
-14
Player eAPM Actions Feudal Castle Imperial Opening
82 1,672 11:43 ⚔ Archer Rush
67 1,360 8:56 ⚔ Scout Rush
52 1,066 9:16 ⚔ Scout Rush
50 1,028 11:00
45 917 9:58 ⚔ Archer Rush
44 906 10:26 ⚔ Archer Rush
44 897 9:08 ⚔ Scout Rush
39 788 9:07 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,625 3,659 1,060 0 8,344 8,748
4,690 2,851 250 0 7,791 7,915
3,995 2,587 350 0 6,932 8,287
3,035 3,014 635 0 6,684 7,473
3,340 2,571 410 0 6,321 7,702
2,105 2,560 1,490 0 6,155 7,136
3,670 2,226 50 0 5,946 6,813
3,380 1,920 50 0 5,350 5,884
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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