AoeStats
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Arabia

512774902Analyzed
4v4 RM · 2d ago on Oct 11, 2026· 9m 7s· 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
🇫🇷 Magyars · France
2045
+3
🇲🇦 Khitans · Morocco
1980
+4
🇧🇪 Franks · Belgium
1868
+7
🇲🇦 Berbers · Morocco
1839
+8
vs
🇫🇷 Italians · France
1716
-7
🇦🇷 Vietnamese · Argentina
1635
-5
🇲🇽 Saxons · Mexico
1629
-5
🇲🇽 Varangians · Mexico
1616
-5
Player eAPM Actions Feudal Castle Imperial Opening
68 625 8:24 — —
59 538 8:51 — —
55 501 8:46 — —
54 492 8:31 — —
53 488 8:32 — —
46 420 — — —
37 342 8:13 — —
5 50 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,450 650 50 0 2,150 2,239
1,400 625 0 0 2,025 2,188
1,150 600 50 0 1,800 2,282
1,250 425 0 0 1,675 2,172
1,200 225 50 0 1,475 1,944
1,200 225 0 0 1,425 1,939
850 256 50 0 1,156 1,268
450 0 0 0 450 414
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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