AoeStats
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Arabia

506860412Analyzed
4v4 RM · 15d ago on Sep 15, 2026· 14m 58s· 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
🇦🇷 Ethiopians · Argentina
1711
+15
🇭🇰 Persians · Hong Kong SAR China
1687
+16
🇹🇼 Maya · Taiwan
1631
+18
🇹🇼 Magyars · Taiwan
1612
+18
🇧🇷 Mongols · Brazil
1692
-17
1688
-17
🇨🇳 Ethiopians · China
1679
-17
🇪🇸 Vietnamese · Spain
1669
-16
Player eAPM Actions Feudal Castle Imperial Opening
63 948 8:57 — — ⚔ Scout Rush
61 910 8:24 — — ⚔ Archer Rush
56 844 8:42 — — ⚔ Scout Rush
53 797 8:54 — — ⚔ Scout Rush
49 741 8:54 — — ⚔ Archer Rush
49 740 9:13 — — ⚔ Scout Rush
46 693 8:57 — — ⚔ Archer Rush
40 601 8:43 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,175 1,747 730 0 5,652 5,651
3,210 2,171 50 0 5,431 5,427
3,255 1,941 70 0 5,266 5,309
3,315 1,869 50 0 5,234 5,172
2,225 1,788 820 0 4,833 5,117
2,150 1,677 770 0 4,597 5,416
2,705 1,600 50 0 4,355 4,848
1,700 1,449 550 0 3,699 3,865
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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