AoeStats
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Arabia

508782203Analyzed
4v4 RM · 8d ago on Sep 24, 2026· 2m 47s· 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
🇲🇽 Bulgarians · Mexico
1180
+16
🇺🇸 Varangians · United States
1170
+26
🇨🇳 Cumans · China
1167
+17
🇨🇳 Tupi · China
911
+26
🇦🇷 Chinese · Argentina
1196
-20
🇦🇷 Ethiopians · Argentina
1180
-19
🇦🇷 Khitans · Argentina
1175
-19
🇨🇱 Cumans · Chile
1153
-18
Player eAPM Actions Feudal Castle Imperial Opening
31 87 — — —
15 42 — — —
6 17 — — —
5 14 — — —
4 11 — — —
3 9 — — —
3 7 — — —
2 6 — — —

Resources

Player Food Wood Gold Stone Spent Collected
400 25 0 0 425 226
50 0 0 0 50 140
0 50 0 0 50 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 0
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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