AoeStats
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Arabia

509595549Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 18m 18s· 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
🇵🇱 Mongols · Poland
955
+17
🇪🇸 Lithuanians · Spain
950
+17
🇫🇷 Japanese · France
918
+19
🇪🇸 Saxons · Spain
898
+19
🇹🇷 Poles · Türkiye
1033
-20
🇨🇳 Danes · China
1031
-21
🇩🇪 Japanese · Germany
926
-16
🇩🇪 Spanish · Germany
911
-15
Player eAPM Actions Feudal Castle Imperial Opening
38 697 10:43 — — ⚔ Scout Rush
35 639 10:19 — — ⚔ Drush into Archers
27 488 11:16 — — ⚔ Scout Rush
24 439 11:36 — — ⚔ Scout Rush
13 243 10:04 17:28 — ⛏ Fast Castle
7 122 — — —
3 55 — — —
2 36 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,805 2,320 920 0 6,045 6,988
3,135 1,970 380 0 5,485 6,176
3,680 1,800 0 0 5,480 6,906
3,085 2,125 150 0 5,360 6,767
2,340 1,510 150 0 4,000 4,513
350 100 0 0 450 407
200 125 0 0 325 433
0 0 0 0 0 141
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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