AoeStats
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Arabia

510867594Analyzed
4v4 RM · 16h ago on Oct 2, 2026· 19m 3s· 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
🇧🇷 Franks · Brazil
1641
+7
🇧🇷 Ethiopians · Brazil
1433
+15
🇧🇷 Italians · Brazil
1424
+16
🇧🇷 Khmer · Brazil
1180
+86
🇺🇸 Hindustanis · United States
1435
-17
🇺🇸 Huns · United States
1416
-16
🇹🇷 Chinese · Türkiye
1415
-16
🇹🇷 Persians · Türkiye
1389
-15
Player eAPM Actions Feudal Castle Imperial Opening
65 1,247 8:34 — — ⚔ Scout Rush
48 914 8:58 — — ⚔ Scout Rush
47 892 9:25 — — ⚔ Archer Rush
44 834 8:50 — — ⚔ Scout Rush
44 837 9:31 — — ⚔ Archer Rush
43 816 9:21 — — ⚔ Scout Rush
41 774 10:04 — — ⚔ Archer Rush
25 474 11:26 — — ⚔ Drush into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
3,310 3,134 1,720 0 8,164 9,071
4,140 2,738 150 0 7,028 7,441
4,075 2,605 150 0 6,830 7,467
3,810 2,930 50 0 6,790 7,684
2,950 2,681 1,130 0 6,761 8,030
4,140 2,315 150 0 6,605 7,114
3,610 2,408 250 0 6,268 6,642
2,075 1,961 955 0 4,991 5,685
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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