AoeStats
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Arabia

503259865Analyzed
4v4 RM · 10d ago on Aug 30, 2026· 46m 41s· 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
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1270
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🇲🇽 Maya · Mexico
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Player eAPM Actions Feudal Castle Imperial Opening
70 3,290 10:53 16:01 37:01 ⛏ Fast Castle
67 3,143 8:46 20:35 37:23 ⚔ Scouts into Skirms
58 2,727 11:05 24:45 38:15 ⚔ Archer Rush
54 2,532 10:01 22:00 ⚔ Archer Rush
47 2,196 9:38 21:58 36:24 ⚔ Skirmisher Rush
38 1,754 10:23 23:52 34:14 ⚔ Scout Rush
37 1,707 8:38 19:12 37:03 ⚔ Scout Rush
27 1,256 10:21 17:27 37:38 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,615 16,489 12,070 2,930 56,104 56,568
24,290 10,940 12,290 2,900 50,420 56,167
15,080 16,468 12,915 1,760 46,223 52,009
20,230 9,815 11,365 2,310 43,720 48,848
19,885 12,655 8,745 1,500 42,785 53,791
15,700 15,570 8,135 2,335 41,740 46,086
11,010 17,157 9,505 275 37,947 42,219
14,150 11,435 4,920 1,905 32,410 33,558
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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