AoeStats
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Arabia

505908876Analyzed
4v4 RM · 19d ago on Sep 11, 2026· 44m 51s· 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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988
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969
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967
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971
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🇨🇳 Huns · China
893
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Player eAPM Actions Feudal Castle Imperial Opening
23 1,043 12:46 21:22 40:02 ⚔ Scout Rush
22 1,005 10:34 19:59 — ⛏ Fast Castle
22 989 9:50 19:13 37:00 ⛏ Fast Castle
21 946 11:47 17:13 33:58 ⛏ Fast Castle
19 859 9:06 20:07 33:31 ⛏ Fast Castle
14 614 13:05 23:30 — ⛏ Fast Castle
14 624 11:46 19:20 33:45 ⛏ Fast Castle
14 640 15:18 23:10 32:23 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,115 16,145 6,520 1,600 42,380 45,629
19,625 6,925 5,820 1,240 33,610 42,117
14,805 9,285 5,970 3,025 33,085 34,867
12,415 9,477 6,185 1,500 29,577 34,313
13,490 10,176 4,390 440 28,496 31,373
10,545 6,794 3,000 1,600 21,939 26,711
6,555 6,592 1,000 605 14,752 17,274
3,750 3,043 250 1,000 8,043 8,864
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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