AoeStats
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Arabia

507200782Analyzed
4v4 RM · 16d ago on Sep 17, 2026· 20m 22s· 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
🇲🇽 Sicilians · Mexico
1305
+15
🇲🇽 Franks · Mexico
1199
+19
🇲🇽 Saracens · Mexico
1190
+19
🇲🇽 Persians · Mexico
1140
+22
🇦🇷 Franks · Argentina
1299
-20
🇹🇼 Ethiopians · Taiwan
1274
-19
🇨🇳 Saracens · China
1265
-19
🇹🇼 Persians · Taiwan
1219
-17
Player eAPM Actions Feudal Castle Imperial Opening
52 1,069 9:33 — — ⚔ Scout Rush
52 1,054 10:03 — — ⚔ Scout Rush
50 1,028 9:55 — — ⚔ Scout Rush
44 900 10:23 — — ⚔ Scout Rush
41 840 9:23 — — ⚔ Archer Rush
37 759 10:09 — — ⚔ Archers into Skirms
24 482 10:40 — — ⚔ Scout Rush
22 445 — — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
6,365 4,041 50 0 10,456 10,482
4,835 3,685 50 0 8,570 9,569
2,785 3,803 1,585 0 8,173 8,815
2,715 2,942 1,000 0 6,657 6,848
3,630 2,252 200 0 6,082 6,098
3,860 2,147 50 0 6,057 7,208
1,800 1,749 330 300 4,179 5,011
2,045 930 50 0 3,025 3,449
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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