AoeStats
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Arabia

505909035Analyzed
4v4 RM · 20d ago on Sep 11, 2026· 18m 36s· 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
🇭🇰 Berbers · Hong Kong SAR China
1511
+12
🇨🇳 Slavs · China
1493
+13
🇨🇳 Turks · China
1413
+16
🇺🇸 Britons · United States
1473
-18
🇱🇧 Ethiopians · Lebanon
1415
-15
🇩🇪 Koreans · Germany
1414
-15
🇬🇧 Vikings · United Kingdom
1362
-13
Player eAPM Actions Feudal Castle Imperial Opening
86 1,600 8:58 — — ⚔ Archer Rush
77 1,427 9:02 — — ⚔ Scout Rush
64 1,186 9:10 — — ⚔ Scout Rush
58 1,078 9:58 — — ⚔ Archer Rush
54 1,010 9:37 — — ⚔ Scout Rush
49 913 8:52 — — ⚔ Archer Rush
30 554 9:39 — — ⚔ Archer Rush
28 524 8:48 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,560 2,719 50 0 8,329 8,493
2,625 3,345 1,765 0 7,735 7,922
4,440 2,570 250 0 7,260 7,374
3,125 2,905 1,180 0 7,210 7,348
4,465 2,530 150 0 7,145 7,748
2,550 2,653 1,000 125 6,328 6,527
3,590 2,165 50 0 5,805 6,425
2,750 2,136 730 125 5,741 5,771
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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