AoeStats
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Arabia

508030099Analyzed
4v4 RM · 11d ago on Sep 20, 2026· 55m 9s· 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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617
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613
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593
+13
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450
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🇺🇸 Khmer · United States
568
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🇵🇰 Romans · Pakistan
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🇦🇩 Burgundians · Andorra
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Player eAPM Actions Feudal Castle Imperial Opening
29 1,625 19:23 27:17 40:44 ⛏ Fast Castle
23 1,255 13:07 19:22 34:42 ⛏ Fast Castle
17 924 16:22 21:43 36:34 ⛏ Fast Castle
16 876 11:54 23:42 38:50 ⚔ Skirmisher Rush
14 774 13:17 24:53 40:43 ⛏ Fast Castle
10 577 12:13 27:16 42:32 ⛏ Fast Castle
9 512 16:42 36:57 46:42 ⛏ Fast Castle
9 485 14:10 24:36 41:36 ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
25,400 40,090 9,040 1,600 76,130 91,563
21,120 22,075 16,565 4,080 63,840 81,598
21,685 20,775 11,665 4,400 58,525 73,184
24,040 13,970 15,270 2,095 55,375 66,097
16,230 16,350 8,885 2,800 44,265 49,084
19,470 11,170 7,915 1,315 39,870 52,785
16,000 13,670 5,410 1,890 36,970 43,439
16,755 10,890 7,135 1,920 36,700 45,867
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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