AoeStats
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Arabia

503540448Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 8m 57s· 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
🇵🇰 Byzantines · Pakistan
1419
+12
🇺🇦 Magyars · Ukraine
1412
+12
🇭🇰 Koreans · Hong Kong SAR China
1411
+12
🇲🇽 Britons · Mexico
1339
+15
🇦🇷 Khitans · Argentina
1348
-14
🇵🇪 Jurchens · Peru
1336
-13
🇲🇽 Vikings · Mexico
1311
-12
🇷🇺 Magyars · Russia
1308
-12
Player eAPM Actions Feudal Castle Imperial Opening
63 568 — — —
52 469 — — —
50 448 — — — ⚔ Drush
44 395 — — —
41 367 — — —
37 331 — — —
36 320 — — —
27 244 — — —

Resources

Player Food Wood Gold Stone Spent Collected
2,500 450 50 0 3,000 3,675
2,300 428 50 0 2,778 3,068
1,600 600 50 0 2,250 2,517
1,500 450 60 0 2,010 2,225
1,500 424 50 0 1,974 2,191
1,400 475 50 0 1,925 2,279
1,250 406 50 0 1,706 1,734
1,200 425 50 0 1,675 2,014
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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