AoeStats
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Arena

509530869Analyzed
4v4 RM · 3d ago on Sep 27, 2026· 85m 47s· 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
🇨🇳 Chinese · China
845
+14
🇨🇳 Persians · China
845
+34
🇨🇴 Vietnamese · Colombia
785
+17
🇺🇸 Khmer · United States
749
+17
🇺🇸 Lithuanians · United States
863
-18
🇺🇸 Armenians · United States
802
-16
🇺🇸 Hindustanis · United States
787
-15
🇺🇸 Italians · United States
743
-13
Player eAPM Actions Feudal Castle Imperial Opening
45 3,847 11:06 18:29 33:34 ⛏ Fast Castle
31 2,625 10:51 16:58 30:41 ⛏ Fast Castle
31 2,671 14:17 29:51 44:37 ⚔ Drush
28 2,441 10:42 20:33 38:45 ⚔ FC into Skirms
28 2,431 11:20 17:17 33:27 ⚔ FC into Scouts
15 1,326 11:42 25:20 44:27 ⚔ Drush into Scouts
14 1,218 13:43 22:10 46:26 ⛏ Fast Castle
10 876 15:04 30:26 45:01 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
88,565 24,310 29,945 4,100 146,920 155,195
47,105 49,185 32,515 5,405 134,210 153,581
51,990 25,825 20,710 5,355 103,880 123,951
39,190 32,680 25,790 1,955 99,615 101,355
62,690 13,605 18,810 2,950 98,055 99,730
36,445 38,455 15,515 2,605 93,020 95,883
30,240 40,875 9,380 4,720 85,215 106,932
34,150 13,770 27,870 2,650 78,440 83,825
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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