AoeStats
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Arabia

504346443Analyzed
4v4 RM · 27d ago on Sep 5, 2026· 14m 57s· 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
🇺🇸 Teutons · United States
1235
+13
🇯🇵 Britons · Japan
1203
+14
🇮🇳 Khmer · India
1161
+16
🇹🇷 Koreans · Türkiye
1156
+16
🇦🇷 Ethiopians · Argentina
1251
-18
🇨🇱 Lithuanians · Chile
1229
-18
🇦🇺 Mongols · Australia
1097
-12
🇪🇸 Goths · Spain
1076
-11
Player eAPM Actions Feudal Castle Imperial Opening
46 685 9:37 — — ⚔ Archer Rush
42 629 12:22 — — ⛏ Fast Castle
41 609 13:08 — —
40 604 9:42 — — ⚔ Scout Rush
35 519 10:45 — —
30 444 8:20 — — ⚔ Archer Rush
28 412 10:34 — — ⚔ Skirmisher Rush
26 396 10:06 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,500 1,825 775 0 5,100 5,123
2,775 2,008 100 0 4,883 4,775
3,275 1,205 250 0 4,730 5,327
2,225 2,124 365 0 4,714 5,138
2,665 1,904 50 0 4,619 4,823
2,395 1,559 100 0 4,054 4,363
2,095 1,468 50 0 3,613 4,182
2,230 1,318 50 0 3,598 4,011
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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