AoeStats
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Arabia

510729015Analyzed
4v4 RM · 17h ago on Oct 2, 2026· 26m 1s· 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
🇨🇳 Japanese · China
818
+14
🇨🇳 Franks · China
771
+16
🇹🇼 Burgundians · Taiwan
765
+16
🇱🇰 Shu · Sri Lanka
729
+17
🇦🇷 Mongols · Argentina
843
-19
🇸🇬 Huns · Singapore
842
-19
🇨🇳 Persians · China
710
-14
🇮🇳 Khmer · India
658
-11
Player eAPM Actions Feudal Castle Imperial Opening
43 1,124 11:22 — — ⚔ Scout Rush
34 891 9:55 19:32 — ⛏ Fast Castle
32 827 11:51 21:12 — ⚔ Scout Rush
27 702 13:25 — — ⛏ Fish Boom
13 334 9:29 20:19 — ⛏ Fast Castle
11 289 13:07 24:26 — ⚔ Scouts into Archers
10 251 12:16 23:05 — ⚔ Archer Rush
9 226 12:05 20:17 —

Resources

Player Food Wood Gold Stone Spent Collected
6,525 4,741 350 200 11,816 13,871
4,575 4,505 1,555 200 10,835 11,893
5,620 3,214 400 750 9,984 12,571
3,930 4,985 385 120 9,420 10,577
4,860 3,265 350 850 9,325 10,255
4,785 3,515 640 100 9,040 9,669
4,710 3,340 490 100 8,640 9,856
3,845 2,792 100 0 6,737 10,986
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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