AoeStats
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Arabia

504622203Analyzed
4v4 RM · 26d ago on Sep 6, 2026· 11m 38s· 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 · Chile
893
+19
🇦🇷 Ethiopians · Argentina
890
+17
🇨🇱 Georgians · Chile
864
+18
🇲🇽 Persians · Mexico
838
+19
🇧🇷 Persians · Brazil
962
-21
🇳🇿 Italians · New Zealand
904
-17
🇧🇷 Franks · Brazil
875
-16
🇨🇳 Burgundians · China
862
-16
Player eAPM Actions Feudal Castle Imperial Opening
32 372 — — —
25 295 10:08 — —
24 281 — — —
22 260 10:36 — —
17 196 — — —
16 185 11:10 — —
14 160 11:23 — —
7 78 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,200 757 50 0 3,007 3,481
1,800 970 0 0 2,770 3,197
2,050 651 50 0 2,751 3,445
1,600 1,066 50 0 2,716 2,841
1,800 525 50 0 2,375 3,661
1,700 435 50 0 2,185 2,826
1,250 429 0 0 1,679 2,156
150 125 0 0 275 833
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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