AoeStats
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Arabia

507595786Analyzed
4v4 RM · 12d ago on Sep 18, 2026· 15m 54s· 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
🇵🇹 Tatars · Portugal
1715
+11
🇵🇹 Poles · Portugal
1646
+14
🇵🇹 Britons · Portugal
1633
+14
🇵🇹 Wei · Portugal
1627
+14
🇦🇷 Mapuche · Argentina
1660
-16
🇨🇳 Chinese · China
1603
-14
🇨🇳 Malians · China
1569
-12
🇹🇷 Bengalis · Türkiye
1549
-11
Player eAPM Actions Feudal Castle Imperial Opening
91 1,453 9:11 — — ⚔ Archer Rush
59 933 8:41 — — ⚔ Scout Rush
56 895 9:00 — — ⚔ Archer Rush
56 888 8:39 — — ⚔ Scout Rush
54 856 9:03 — — ⚔ Scout Rush
51 814 9:09 — — ⚔ Scout Rush
46 728 9:37 — — ⚔ Archer Rush
39 622 8:58 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,550 2,514 1,090 0 6,154 6,171
3,405 2,255 50 0 5,710 5,751
2,225 2,492 955 0 5,672 5,729
3,270 2,327 50 0 5,647 5,943
3,420 2,049 50 0 5,519 5,570
2,475 2,046 770 125 5,416 5,291
3,040 2,050 50 0 5,140 5,407
1,950 2,311 455 0 4,716 4,961
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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