AoeStats
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Arabia

510575823Analyzed
4v4 RM · 12h ago on Oct 1, 2026· 19m 41s· 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
🇨🇦 Magyars · Canada
865
+15
🇲🇽 Saracens · Mexico
839
+16
🇺🇸 Britons · United States
817
+17
🇺🇸 Persians · United States
806
+17
🇪🇸 Magyars · Spain
870
-18
🇷🇺 Saxons · Russia
868
-17
🇪🇸 Spanish · Spain
826
-24
🇪🇸 Persians · Spain
792
-14
Player eAPM Actions Feudal Castle Imperial Opening
26 517 10:05 — — ⚔ Scout Rush
19 374 11:28 16:43 — ⛏ Fast Castle
18 359 9:25 — — ⚔ Scout Rush
14 266 10:56 — — ⚔ Scout Rush
14 269 11:07 — — ⛏ Fast Castle
12 228 12:32 — —
10 199 12:00 — —
1 20 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,430 2,800 150 305 6,685 8,176
3,460 2,745 320 0 6,525 7,655
3,340 2,675 150 0 6,165 7,767
3,600 2,035 340 0 5,975 7,196
2,975 2,300 200 0 5,475 5,816
2,525 2,351 50 180 5,106 4,952
2,990 1,953 50 0 4,993 7,194
0 0 0 0 0 0
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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