AoeStats
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Arabia

509653295Analyzed
4v4 RM · 19d ago on Sep 27, 2026· 11m 24s· 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
🇮🇳 Franks · India
810
+12
🇩🇪 Japanese · Germany
799
+13
🇦🇷 Persians · Argentina
728
+16
🇨🇭 Romans · Switzerland
680
+17
vs
🇷🇴 Portuguese · Romania
779
-17
🇺🇸 Huns · United States
742
-15
🇺🇸 Franks · United States
691
-13
🇦🇷 Saxons · Argentina
681
-13
Player eAPM Actions Feudal Castle Imperial Opening
25 280 — — —
24 273 10:07 — —
23 266 10:03 — —
17 190 — — —
16 178 — — —
12 137 9:56 — —
8 86 — — —
3 39 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,550 1,155 50 0 2,755 3,174
1,700 750 50 0 2,500 2,941
1,550 750 0 0 2,300 2,660
1,500 600 50 135 2,285 2,682
1,500 725 50 0 2,275 2,665
1,650 375 50 0 2,075 3,137
1,150 650 50 0 1,850 1,993
850 100 50 0 1,000 1,712
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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