AoeStats
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Arabia

504230757Analyzed
4v4 RM · 27d ago on Sep 4, 2026· 37m 14s· 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
🇺🇸 Wei · United States
1113
+13
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1092
+14
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1082
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🇨🇳 Romans · China
1008
+17
🇹🇭 Magyars · Thailand
1062
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🇨🇳 Italians · China
1059
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🇹🇼 Celts · Taiwan
1029
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🇩🇪 Mongols · Germany
1018
-13
Player eAPM Actions Feudal Castle Imperial Opening
41 1,528 11:22 24:41 —
39 1,463 10:39 23:56 37:06 ⚔ Archer Rush
37 1,370 9:30 21:36 — ⚔ Scout Rush
36 1,350 10:12 23:53 — ⚔ Scout Rush
34 1,284 11:15 — — ⚔ Archer Rush
24 885 12:29 17:09 32:42 ⚔ FC into Skirms
24 911 11:27 17:51 — ⛏ Fast Castle
19 691 12:01 17:22 — ⚔ FC into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
14,060 5,988 6,280 110 26,438 30,077
11,155 5,949 4,870 200 22,174 24,693
8,950 9,340 1,780 200 20,270 20,918
7,125 6,948 4,010 100 18,183 24,741
6,025 4,942 2,225 250 13,442 14,502
5,855 3,579 1,285 200 10,919 13,512
4,645 3,725 1,370 100 9,840 10,897
2,365 2,480 1,045 280 6,170 7,081
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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