AoeStats
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Arabia

509548006Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 21m 37s· 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
1061
+15
🇨🇿 Ethiopians · Czechia
1059
+15
🇦🇷 Cumans · Argentina
1046
+15
🇨🇳 Japanese · China
988
+18
🇨🇴 Cumans · Colombia
1043
-16
🇵🇪 Magyars · Peru
1038
-16
🇹🇼 Persians · Taiwan
1035
-16
🇺🇸 Saxons · United States
1012
-15
Player eAPM Actions Feudal Castle Imperial Opening
60 1,291 8:58 — — ⚔ Archer Rush
50 1,076 10:22 20:46 — ⚔ Scout Rush
38 821 9:55 — — ⚔ Scout Rush
36 778 10:22 20:18 — ⚔ M@A FC
30 640 11:16 — — ⚔ Skirmisher Rush
25 550 12:58 — — ⚔ Scout Rush
18 384 12:09 — —
16 338 11:43 — —

Resources

Player Food Wood Gold Stone Spent Collected
4,085 3,802 2,190 30 10,107 10,447
4,405 4,634 150 110 9,299 9,848
4,455 4,240 150 100 8,945 9,590
3,500 3,254 685 200 7,639 7,723
4,005 2,690 140 0 6,835 8,287
4,325 2,019 250 0 6,594 8,379
3,100 2,300 0 40 5,440 6,661
2,175 1,720 50 0 3,945 4,800
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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