AoeStats
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Arabia

507662545Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 18m 53s· 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
1786
+13
1712
+16
🇻🇳 Persians · Vietnam
1694
+17
🇺🇸 Lithuanians · United States
1628
+20
🇨🇿 Magyars · Czechia
1799
-20
🇻🇳 Ethiopians · Vietnam
1796
-20
🇦🇷 Chinese · Argentina
1733
-17
🇭🇰 Franks · Hong Kong SAR China
1524
-9
Player eAPM Actions Feudal Castle Imperial Opening
59 1,112 9:24 — — ⚔ Archer Rush
59 1,110 9:31 — — ⚔ Archer Rush
50 945 9:28 — — ⚔ Archer Rush
48 910 9:14 — — ⚔ Scout Rush
47 888 8:47 — — ⚔ Scout Rush
45 841 8:56 — — ⚔ Scout Rush
40 750 9:20 — — ⚔ Archer Rush
32 613 8:31 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,120 3,300 150 0 8,570 9,039
3,200 3,188 1,355 0 7,743 8,539
2,650 3,285 1,585 0 7,520 8,082
2,450 2,991 1,405 0 6,846 7,659
4,320 2,343 50 0 6,713 7,856
2,700 2,826 820 125 6,471 6,801
3,645 2,702 50 0 6,397 6,465
3,075 1,853 50 0 4,978 4,882
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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