AoeStats
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Arena

504065833Analyzed
4v4 RM · 21h ago on Sep 3, 2026· 39m 20s· 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
🇨🇳 Japanese · China
1637
+8
🇨🇳 Ethiopians · China
1584
+10
🇯🇵 Bulgarians · Japan
1529
+13
🇮🇳 Vikings · India
1234
+26
🇨🇳 Vikings · China
1592
-20
🇨🇳 Italians · China
1498
-26
🇨🇳 Burgundians · China
1396
-12
🇨🇳 Jurchens · China
1324
-9
Player eAPM Actions Feudal Castle Imperial Opening
unhappy Vikings
57 2,259 10:47 15:28 28:02 ⛏ Fast Castle
Batista Jurchens
52 2,062 10:52 14:39 28:10 ⛏ Fast Castle
风吹的味道 Bulgarians
40 1,575 10:55 14:25 27:56 ⛏ Fast Castle
Zilove_ Burgundians
39 1,515 11:19 14:53 28:54 ⛏ Fast Castle
soyoloveanno Italians
38 1,484 10:49 14:34 31:15 ⛏ Fast Castle
King-WzRun Ethiopians
38 1,514 9:39 13:13 25:32 ⛏ Fast Castle
34 1,322 10:25 14:46 ⛏ Fast Castle
22 877 10:54 14:31 25:57 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,645 16,565 9,675 980 52,865 54,864
26,540 11,340 7,605 3,000 48,485 51,970
22,545 13,200 7,925 1,500 45,170 54,083
20,005 12,965 7,950 1,715 42,635 49,917
14,575 14,200 7,610 1,600 37,985 52,414
15,830 12,365 5,190 2,150 35,535 36,855
12,300 9,784 4,135 1,105 27,324 29,472
11,100 6,125 4,020 2,515 23,760 39,616
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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