AoeStats
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Arabia

510213436Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 22m 2s· 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
🇺🇸 Persians · United States
1102
+11
🇨🇱 Vietnamese · Chile
1066
+13
🇨🇱 Vikings · Chile
1024
+14
🇻🇪 Poles · Venezuela
1003
+15
🇳🇮 Teutons · Nicaragua
1029
-15
🇺🇸 Turks · United States
987
-13
🇨🇳 Khmer · China
981
-13
🇲🇽 Burgundians · Mexico
968
-12
Player eAPM Actions Feudal Castle Imperial Opening
43 956 10:27 18:37 — ⚔ Archer Rush
35 765 10:43 17:23 — ⛏ Fast Castle
32 704 10:45 22:00 — ⛏ Fast Castle
26 564 10:47 — — ⚔ Scout Rush
24 519 11:20 20:09 —
23 503 11:37 21:42 — ⚔ FC into Skirms
21 470 15:40 18:39 — ⛏ Fast Castle
17 380 13:14 — —

Resources

Player Food Wood Gold Stone Spent Collected
3,915 3,642 1,615 295 9,467 9,979
4,275 3,584 725 100 8,684 9,179
4,225 2,768 875 750 8,618 8,905
3,875 3,975 250 75 8,175 10,528
4,000 2,625 250 1,030 7,905 9,300
4,105 3,087 300 145 7,637 8,969
3,600 3,224 250 0 7,074 7,338
2,680 3,275 50 0 6,005 8,323
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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