AoeStats
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Arabia

508360839Analyzed
4v4 RM · 9d ago on Sep 22, 2026· 20m 23s· 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 · Vietnam
2008
+6
🇻🇳 Bulgarians · Vietnam
1926
+8
🇻🇳 Persians · Vietnam
1833
+10
🇹🇼 Turks · Taiwan
1591
+20
🇨🇳 Bohemians · China
1751
-13
🇲🇽 Inca · Mexico
1740
-12
🇦🇷 Burmese · Argentina
1709
-10
🇨🇳 Muisca · China
1685
-9
Player eAPM Actions Feudal Castle Imperial Opening
62 1,262 8:30 19:17 — ⚔ Scout Rush
58 1,188 9:03 — — ⚔ Archer Rush
57 1,171 8:55 — — ⚔ Drush into Archers
53 1,075 8:44 20:17 — ⚔ Scout Rush
51 1,041 10:30 16:53 —
45 923 9:17 — — ⚔ Archer Rush
37 755 9:39 — — ⚔ Archer Rush
29 595 8:52 — — ⚔ Champi Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,485 2,638 1,025 0 9,148 9,440
3,925 3,413 1,425 0 8,763 9,356
4,990 3,230 350 0 8,570 8,723
3,525 3,060 1,765 0 8,350 8,997
4,150 2,857 1,100 0 8,107 8,534
3,545 1,626 660 0 5,831 6,303
3,480 1,379 250 0 5,109 6,694
1,970 1,547 365 125 4,007 4,066
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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