AoeStats
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Arabia

510600039Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 14m 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
🇧🇩 Portuguese · Bangladesh
1029
+12
🇧🇩 Britons · Bangladesh
883
+18
🇦🇷 Mongols · Argentina
836
+20
🇦🇷 Persians · Argentina
716
+25
🇫🇴 Maya · Faroe Islands
937
-19
🇩🇪 Ethiopians · Germany
931
-19
🇦🇷 Japanese · Argentina
931
-19
🇩🇪 Britons · Germany
910
-18
Player eAPM Actions Feudal Castle Imperial Opening
50 737 9:20 — — ⚔ Archer Rush
32 466 10:03 — — ⚔ Archer Rush
30 441 9:03 — — ⚔ Scout Rush
22 317 13:15 — — ⚔ Drush
22 315 9:45 — —
17 250 11:34 — —
13 186 11:34 — —
13 195 9:29 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,300 1,312 150 0 4,762 5,580
2,535 1,724 270 0 4,529 4,895
2,425 1,516 295 0 4,236 5,118
2,180 1,986 50 0 4,216 4,586
2,450 1,655 50 0 4,155 4,223
2,300 1,256 240 0 3,796 4,521
1,975 1,720 0 0 3,695 4,084
2,050 1,280 50 70 3,450 4,246
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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