AoeStats
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Arabia

507119427Analyzed
4v4 RM · 14d ago on Sep 16, 2026· 17m 45s· 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
🇪🇸 Lithuanians · Spain
1134
+16
🇧🇴 Magyars · Bolivia
1102
+17
🇨🇦 Gurjaras · Canada
1073
+18
🇯🇵 Britons · Japan
1070
+18
🇩🇪 Teutons · Germany
1147
-18
🇩🇪 Lithuanians · Germany
1130
-17
🇩🇪 Huns · Germany
1118
-17
🇩🇪 Inca · Germany
1112
-17
Player eAPM Actions Feudal Castle Imperial Opening
42 751 11:43 — — ⚔ Scout Rush
40 705 9:52 — — ⚔ Scout Rush
37 653 9:41 — — ⚔ Scout Rush
35 619 9:24 — — ⚔ Scout Rush
25 438 8:22 — — ⚔ Archer Rush
24 431 11:10 — —
22 389 10:34 — — ⚔ Scout Rush
17 300 11:49 16:24 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
2,450 1,925 1,090 0 5,465 6,078
3,025 1,892 250 125 5,292 5,627
3,670 1,301 50 0 5,021 5,682
2,620 2,267 50 0 4,937 5,384
2,855 1,905 150 0 4,910 5,899
2,750 1,925 185 0 4,860 5,993
2,505 2,165 50 0 4,720 5,899
2,520 1,950 0 0 4,470 4,839
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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