AoeStats
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Arabia

511200818Analyzed
4v4 RM · 11d ago on Oct 4, 2026· 31m 22s· 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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1448
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1015
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956
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929
+20
vs
🇵🇪 Magyars · Peru
1088
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1059
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1038
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🇵🇪 Inca · Peru
1007
-13
Player eAPM Actions Feudal Castle Imperial Opening
44 1,392 9:09 20:54 — ⚔ Scout Rush
44 1,367 9:32 20:58 — ⚔ Archer Rush
41 1,280 10:16 24:09 —
31 980 10:23 23:52 — ⚔ Scout Rush
28 882 11:04 14:52 30:12 ⛏ Fast Castle
24 754 10:56 15:24 — ⛏ Fast Castle
22 683 12:03 21:54 — ⚔ Scout Rush
17 538 11:20 16:41 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
11,160 7,208 2,300 1,590 22,258 23,039
5,775 10,921 3,730 130 20,556 22,961
6,810 8,691 3,030 200 18,731 19,577
7,920 4,864 2,075 780 15,639 17,053
6,340 5,648 960 975 13,923 15,964
6,580 4,125 910 2,000 13,615 16,546
4,810 4,617 520 100 10,047 10,496
4,950 3,560 900 325 9,735 10,281
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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