AoeStats
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Arabia

507690958Analyzed
4v4 RM · 12d ago on Sep 19, 2026· 7m 26s· 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
🇬🇧 Lithuanians · United Kingdom
1042
+15
🇦🇺 Franks · Australia
1009
+16
🇦🇺 Bohemians · Australia
986
+17
🇹🇷 Ethiopians · Türkiye
973
+18
🇿🇦 Britons · South Africa
1139
-21
🇿🇦 Magyars · South Africa
1039
-18
🇿🇦 Huns · South Africa
958
-14
🇿🇦 Spanish · South Africa
930
-13
Player eAPM Actions Feudal Castle Imperial Opening
52 390 — — —
44 328 — — —
33 249 — — —
32 236 — — —
31 234 — — —
30 221 — — —
16 118 — — —
12 92 — — —

Resources

Player Food Wood Gold Stone Spent Collected
1,300 473 50 0 1,823 2,192
1,650 150 0 0 1,800 2,009
1,500 250 50 0 1,800 1,692
1,300 225 50 0 1,575 1,637
1,250 275 50 0 1,575 1,614
1,200 250 50 0 1,500 1,873
1,050 200 50 0 1,300 1,846
850 350 0 0 1,200 1,356
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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