AoeStats
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Arabia

509542405Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 15m 30s· 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
🇵🇪 Mongols · Peru
1011
+12
🇵🇪 Franks · Peru
960
+14
🇵🇪 Chinese · Peru
954
+14
🇵🇪 Khmer · Peru
929
+15
🇫🇮 Gurjaras · Finland
970
-15
948
-15
🇺🇸 Danes · United States
889
-13
🇻🇳 Franks · Vietnam
867
-12
Player eAPM Actions Feudal Castle Imperial Opening
84 1,296 7:40 — — ⚔ Scout Rush
44 676 12:47 — —
37 571 10:50 — — ⚔ Archer Rush
25 383 11:09 — — ⛏ Fast Castle
21 327 12:42 — — ⚔ Scout Rush
20 310 10:38 — —
19 297 11:50 — —
0 3 — — —

Resources

Player Food Wood Gold Stone Spent Collected
3,080 1,590 50 0 4,720 5,002
2,500 1,875 250 0 4,625 4,913
2,325 1,875 315 0 4,515 5,066
2,695 1,385 290 0 4,370 5,387
1,950 925 50 175 3,100 3,821
1,655 1,373 50 0 3,078 4,476
1,725 1,254 0 0 2,979 3,535
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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