AoeStats
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Arabia

519955052Analyzed
4v4 RM · 6d ago on Nov 9, 2026· 25m 38s· 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
🇲🇽 Berbers · Mexico
1175
+15
🇦🇷 Mongols · Argentina
1113
+17
🇦🇷 Ethiopians · Argentina
1072
+18
🇸🇰 Vikings · Slovakia
1051
+19
vs
🇵🇱 Persians · Poland
1152
-18
🇺🇸 Goths · United States
1132
-17
🇩🇪 Franks · Germany
1128
-17
🇬🇷 Huns · Greece
1113
-17
Player eAPM Actions Feudal Castle Imperial Opening
30 776 11:14 — — ⚔ Scout Rush
24 626 18:22 — — ⚔ M@A Rush
15 390 11:38 24:50 —
14 355 10:31 24:34 — ⚔ M@A into Scouts
6 166 — — —
2 56 — — —
1 34 — — —
0 10 — — —

Resources

Player Food Wood Gold Stone Spent Collected
4,370 3,860 250 540 9,020 10,332
4,940 3,145 515 15 8,615 10,589
4,700 2,760 890 0 8,350 9,943
3,350 1,850 495 0 5,695 6,318
0 12 0 0 12 0
0 0 0 0 0 140
0 0 0 0 0 136
0 0 0 0 0 0
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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