AoeStats
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Arabia

510589290Analyzed
4v4 RM · 24h ago on Oct 1, 2026· 31m 7s· 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
🇨🇳 Slavs · China
826
+17
🇺🇸 Franks · United States
823
+17
🇨🇳 Khmer · China
801
+18
🇨🇳 Spanish · China
794
+19
🇷🇺 Mongols · Russia
898
-19
🇫🇷 Bohemians · France
846
-18
🇬🇧 Persians · United Kingdom
839
-17
🇪🇸 Khitans · Spain
821
-17
Player eAPM Actions Feudal Castle Imperial Opening
42 1,298 11:18 15:40 — ⛏ Fast Castle
39 1,222 11:10 15:20 — ⛏ Fast Castle
27 847 10:47 14:21 — ⛏ Fast Castle
24 752 12:44 23:43 — ⚔ Scout Rush
20 619 10:59 21:44 — ⛏ Fast Castle
17 539 11:35 20:53 — ⚔ FC into Scouts
12 376 11:12 16:02 — ⛏ Fast Castle
4 115 — — —

Resources

Player Food Wood Gold Stone Spent Collected
8,975 5,840 2,090 980 17,885 19,702
7,125 4,300 2,235 1,030 14,690 16,372
7,575 5,345 300 1,000 14,220 21,597
7,010 3,710 2,695 750 14,165 15,537
6,765 4,185 1,800 800 13,550 15,380
6,560 3,655 820 780 11,815 13,183
4,435 3,252 480 860 9,027 9,138
400 100 0 0 500 484
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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