AoeStats
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Arabia

509632440Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 8m 38s· 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
🇭🇰 Tatars · Hong Kong SAR China
1451
+15
🇭🇰 Saxons · Hong Kong SAR China
1436
+16
🇭🇰 Danes · Hong Kong SAR China
1407
+17
🇭🇰 Khmer · Hong Kong SAR China
1395
+17
🇰🇷 Franks · South Korea
1483
-19
1448
-17
🇩🇪 Persians · Germany
1414
-16
🇻🇳 Saxons · Vietnam
1356
-13
Player eAPM Actions Feudal Castle Imperial Opening
73 629 — — — ⚔ Drush
57 495 — — —
56 484 — — —
55 471 — — —
53 459 — — —
51 443 — — —
46 397 8:29 — —
45 388 8:27 — —

Resources

Player Food Wood Gold Stone Spent Collected
1,650 450 110 0 2,210 2,478
1,350 450 50 0 1,850 2,560
1,150 525 50 0 1,725 2,440
1,250 389 0 0 1,639 2,438
1,100 350 50 0 1,500 2,363
1,300 150 50 0 1,500 2,597
1,150 200 125 0 1,475 1,761
800 296 0 0 1,096 1,650
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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