AoeStats
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Arabia

503207016Analyzed
4v4 RM · 1mo ago on Aug 30, 2026· 30m 5s· 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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1375
+14
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1352
+15
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1346
+15
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1345
+15
1381
-17
1356
-16
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1311
-14
🇭🇰 Tupi · Hong Kong SAR China
1266
-12
Player eAPM Actions Feudal Castle Imperial Opening
71 2,122 9:25 26:20 — ⚔ Archer Rush
61 1,821 9:06 22:53 — ⚔ Scout Rush
54 1,611 10:06 28:38 — ⚔ Archer Rush
54 1,620 9:17 28:58 — ⚔ Archer Rush
53 1,600 8:16 21:11 — ⚔ Scout Rush
36 1,088 8:21 23:06 — ⚔ Scout Rush
31 945 8:34 — — ⚔ Archer Rush
22 665 9:14 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,965 4,248 3,720 200 18,133 18,274
9,040 6,175 2,250 200 17,665 17,593
5,660 6,040 3,785 100 15,585 16,124
5,775 5,809 3,390 0 14,974 16,595
7,800 4,157 1,575 105 13,637 15,178
4,950 4,672 3,605 0 13,227 13,599
2,700 3,136 1,855 0 7,691 8,204
3,620 2,875 50 0 6,545 8,862
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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