AoeStats
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Arabia

510582710Analyzed
4v4 RM · 16h ago on Oct 1, 2026· 22m 2s· 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
🇨🇳 Ethiopians · China
1480
+17
🇨🇳 Gurjaras · China
1478
+18
🇨🇳 Italians · China
1440
+19
🇨🇳 Turks · China
1366
+22
🇹🇷 Bulgarians · Türkiye
1565
-21
🇹🇷 Koreans · Türkiye
1531
-20
🇧🇪 Japanese · Belgium
1490
-18
🇹🇷 Britons · Türkiye
1448
-17
Player eAPM Actions Feudal Castle Imperial Opening
79 1,736 9:13 — — ⚔ Archer Rush
66 1,461 9:27 — — ⚔ Archer Rush
59 1,302 9:00 — — ⚔ Archer Rush
50 1,100 9:29 — — ⚔ Scout Rush
49 1,082 9:12 — — ⚔ Scout Rush
44 968 9:46 — — ⚔ Scout Rush
42 925 9:34 — — ⚔ Archer Rush
37 807 8:56 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,975 3,684 2,010 125 9,794 9,907
3,545 3,641 2,530 0 9,716 10,490
5,600 3,480 250 0 9,330 10,192
5,800 3,294 150 0 9,244 9,407
3,620 3,498 1,450 0 8,568 9,665
4,165 3,130 150 125 7,570 8,627
4,445 2,760 150 0 7,355 8,193
3,205 2,924 1,090 0 7,219 7,454
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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