AoeStats
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Arabia

513335309Analyzed
4v4 RM · 6d ago on Oct 13, 2026· 35m 27s· 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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2129
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vs
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🇲🇽 Muisca · Mexico
1684
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Player eAPM Actions Feudal Castle Imperial Opening
106 3,755 8:44 23:42 — ⚔ Scout Rush
96 3,404 8:00 22:04 — ⚔ Archer Rush
68 2,429 8:33 20:42 33:29 ⚔ Scout Rush
62 2,216 8:24 22:48 — ⚔ Archer Rush
62 2,210 9:19 21:04 — ⚔ Scout Rush
58 2,059 8:43 25:09 — ⚔ Scout Rush
58 2,061 — — —
44 1,575 10:58 26:27 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,185 9,979 5,300 310 32,774 34,534
15,035 8,278 3,920 330 27,563 29,625
8,060 8,592 6,705 120 23,477 24,290
11,710 6,623 3,445 1,195 22,973 25,305
6,995 7,865 2,865 715 18,440 20,049
5,625 6,615 4,650 315 17,205 17,024
8,380 5,215 1,800 250 15,645 15,727
2,950 1,976 50 235 5,211 5,032
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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