AoeStats
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Arabia

506362586Analyzed
4v4 RM · 18d ago on Sep 13, 2026· 20m 11s· 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
🇿🇦 Khitans · South Africa
1381
+13
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1377
+13
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1347
+15
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1366
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1331
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🇨🇳 Ethiopians · China
1291
-13
🇮🇳 Poles · India
1286
-13
Player eAPM Actions Feudal Castle Imperial Opening
89 1,798 8:45 — — ⚔ Scout Rush
82 1,650 9:15 — — ⚔ Archer Rush
56 1,130 9:14 — — ⚔ Archer Rush
45 915 8:36 — — ⚔ Scout Rush
40 814 9:47 — — ⚔ Scout Rush
39 790 8:31 — — ⚔ Archer Rush
28 556 9:26 — — ⚔ Archer Rush
27 547 10:54 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,880 3,097 350 0 8,327 8,841
3,300 3,248 1,720 0 8,268 8,993
4,330 3,450 150 0 7,930 8,908
3,550 3,063 1,315 0 7,928 8,915
4,620 2,814 250 0 7,684 8,562
3,535 2,857 1,000 0 7,392 8,543
3,200 2,282 150 0 5,632 7,355
2,055 1,696 365 130 4,246 4,742
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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