AoeStats
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Arabia

507595513Analyzed
4v4 RM · 13d ago on Sep 18, 2026· 9m 29s· 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
🇦🇷 Burgundians · Argentina
1418
+15
🇺🇸 Franks · United States
1380
+16
🇨🇴 Tatars · Colombia
1337
+18
🇲🇽 Shu · Mexico
1296
+20
🇮🇹 Ethiopians · Italy
1465
-21
🇮🇹 Berbers · Italy
1379
-17
🇬🇧 Maya · United Kingdom
1362
-16
🇧🇦 Franks · Bosnia & Herzegovina
1321
-15
Player eAPM Actions Feudal Castle Imperial Opening
58 549 9:12 — — ⚔ Drush
56 534 9:15 — —
54 517 8:51 — — ⚔ M@A Rush
47 449 — — —
43 413 9:27 — —
39 370 — — —
39 369 9:00 — —
26 250 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,750 809 50 0 2,609 2,985
1,850 528 50 0 2,428 2,691
1,750 525 150 0 2,425 2,341
1,500 633 50 0 2,183 2,471
1,350 553 170 0 2,073 2,155
1,450 475 50 0 1,975 2,179
1,250 609 50 0 1,909 2,202
850 325 0 0 1,175 2,079
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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