AoeStats
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Arabia

508906133Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 1m 46s· 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
🇹🇼 Burmese · Taiwan
864
+13
🇷🇺 Dravidians · Russia
837
+14
🇨🇳 Portuguese · China
766
+17
🇺🇦 Byzantines · Ukraine
752
+19
🇹🇷 Portuguese · Türkiye
827
-16
🇨🇿 Tatars · Czechia
817
-17
🇩🇪 Danes · Germany
808
-16
🇪🇪 Burgundians · Estonia
752
-14
Player eAPM Actions Feudal Castle Imperial Opening
34 61 — — —
32 57 — — —
32 57 — — —
24 43 — — —
19 34 — — —
19 33 — — —
13 23 — — —
12 22 — — —

Resources

Player Food Wood Gold Stone Spent Collected
250 75 50 0 375 90
200 25 0 0 225 200
150 50 0 0 200 140
100 0 50 0 150 160
50 75 0 0 125 150
0 100 0 0 100 25
0 50 0 0 50 80
50 0 0 0 50 83
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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