AoeStats
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Arabia

506507147Analyzed
4v4 RM · 17d ago on Sep 13, 2026· 0m 23s· 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
🇧🇷 Cumans · Brazil
1523
+7
🇨🇦 Ethiopians · Canada
1255
+17
🇧🇷 Persians · Brazil
1230
+18
🇧🇷 Burgundians · Brazil
1146
+20
🇺🇸 Portuguese · United States
1339
-18
🇩🇪 Hindustanis · Germany
1281
-16
🇺🇾 Khmer · Uruguay
1233
-14
🇨🇴 Teutons · Colombia
1233
-14
Player eAPM Actions Feudal Castle Imperial Opening
78 31 — — —
60 24 — — —
58 23 — — —
48 19 — — —
45 18 — — —
43 17 — — —
38 15 — — —
23 9 — — —

Resources

Player Food Wood Gold Stone Spent Collected
100 25 0 0 125 100
0 0 0 0 0 0
0 0 0 0 0 0
0 0 0 0 0 150
0 0 0 0 0 0
0 0 0 0 0 200
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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