AoeStats
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Arabia

505174556Analyzed
4v4 RM · 24d ago on Sep 8, 2026· 23m 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
🇲🇽 Bulgarians · Mexico
1010
+16
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998
+16
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992
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🇺🇸 Huns · United States
960
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🇺🇸 Cumans · United States
1054
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🇨🇳 Mongols · China
1031
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🇨🇳 Franks · China
994
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🇨🇳 Khmer · China
927
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Player eAPM Actions Feudal Castle Imperial Opening
50 1,165 12:37 17:32 — ⛏ Fast Castle
39 897 12:17 17:05 — ⛏ Fast Castle
28 655 10:19 17:25 — ⛏ Fast Castle
24 558 10:06 — — ⚔ Scout Rush
22 515 10:36 — — ⚔ Scout Rush
19 445 11:29 16:15 — ⛏ Fast Castle
18 410 10:48 — —
14 334 11:36 18:42 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
6,335 3,458 150 0 9,943 10,339
4,575 3,435 250 850 9,110 9,977
4,775 3,410 450 200 8,835 9,576
4,845 3,329 330 200 8,704 9,971
4,325 2,865 250 770 8,210 8,772
4,325 2,955 200 100 7,580 9,261
3,525 3,078 50 100 6,753 9,733
3,725 1,730 50 40 5,545 5,818
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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