AoeStats
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Arabia

510447466Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 1m 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
🇨🇦 Persians · Canada
1068
+14
🇲🇽 Magyars · Mexico
1050
+15
🇲🇽 Portuguese · Mexico
1041
+15
🇺🇸 Mongols · United States
1021
+16
🇦🇷 Byzantines · Argentina
1151
-19
🇦🇷 Saxons · Argentina
1024
-15
🇦🇷 Franks · Argentina
1008
-14
🇦🇷 Saracens · Argentina
937
-12
Player eAPM Actions Feudal Castle Imperial Opening
64 126 — — —
55 109 — — —
44 88 — — —
41 81 — — —
36 71 — — —
36 72 — — —
35 70 — — —
7 13 — — —

Resources

Player Food Wood Gold Stone Spent Collected
200 0 0 0 200 146
50 100 0 0 150 85
100 25 0 0 125 185
100 0 0 0 100 85
100 0 0 0 100 136
50 25 0 0 75 0
0 0 0 0 0 85
0 0 0 0 0 136
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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