AoeStats
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Arabia

509058942Analyzed
4v4 RM · 8d ago on Sep 25, 2026· 17m 21s· 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
🇹🇼 Franks · Taiwan
1459
+12
🇹🇼 Maya · Taiwan
1438
+13
🇹🇼 Khmer · Taiwan
1361
+17
🇻🇳 Ethiopians · Vietnam
1410
-15
🇩🇪 Georgians · Germany
1386
-14
🇻🇳 Lithuanians · Vietnam
1370
-13
🇭🇰 Mongols · Hong Kong SAR China
1340
-12
Player eAPM Actions Feudal Castle Imperial Opening
60 1,048 8:58 — — ⚔ Archer Rush
57 982 8:53 — — ⚔ Scout Rush
55 948 9:33 — — ⚔ Archer Rush
55 958 9:28 — — ⚔ Archer Rush
47 816 10:09 — — ⚔ Scout Rush
42 728 9:51 — — ⚔ Scout Rush
40 690 9:19 — — ⚔ Archer Rush
38 652 10:09 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,700 2,479 1,180 0 6,359 6,671
2,850 2,454 995 0 6,299 6,624
3,670 2,375 50 0 6,095 6,171
3,545 2,138 50 0 5,733 6,395
2,935 1,747 545 125 5,352 5,349
2,875 2,310 50 0 5,235 5,844
2,110 1,750 820 0 4,680 5,170
2,830 1,520 150 0 4,500 5,194
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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