AoeStats
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Arena

510026541Analyzed
4v4 RM · 4d ago on Sep 29, 2026· 66m 40s· 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
🇲🇽 Goths · Mexico
1138
+13
🇺🇸 Danes · United States
1106
+14
🇺🇸 Spanish · United States
1088
+15
🇺🇸 Italians · United States
1030
+18
🇺🇸 Khmer · United States
1152
-18
🇺🇸 Saxons · United States
1145
-18
🇺🇸 Italians · United States
1030
-13
🇺🇸 Varangians · United States
958
-11
Player eAPM Actions Feudal Castle Imperial Opening
56 3,731 10:20 14:11 29:14 ⛏ Fast Castle
50 3,360 11:34 15:23 28:41 ⛏ Fast Castle
42 2,819 10:38 14:57 33:15 ⛏ Fast Castle
42 2,787 11:59 15:41 30:05 ⛏ Fast Castle
36 2,427 10:48 16:10 29:47 ⛏ Fast Castle
35 2,319 10:55 16:14 33:43 ⛏ Fast Castle
26 1,715 12:28 18:50 30:01 ⛏ Fast Castle
17 1,153 12:06 21:01 39:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
57,200 32,355 24,015 5,700 119,270 131,494
41,305 38,550 19,360 2,900 102,115 124,010
42,405 25,085 21,145 4,850 93,485 110,967
26,205 31,655 23,840 4,100 85,800 113,284
22,150 30,700 19,970 4,660 77,480 82,175
29,005 28,410 17,060 2,350 76,825 99,216
30,125 26,330 13,750 2,450 72,655 77,564
27,120 11,050 17,365 1,500 57,035 63,519
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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