AoeStats
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Arabia

509725011Analyzed
4v4 RM · 5d ago on Sep 27, 2026· 51m 1s· 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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1016
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912
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824
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818
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1009
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979
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🇹🇷 Bulgarians · Türkiye
647
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Player eAPM Actions Feudal Castle Imperial Opening
35 1,811 11:01 21:26 38:39 ⚔ Scout Rush
31 1,593 9:35 28:31 43:45 ⚔ Archer Rush
26 1,304 11:33 19:43 36:43
23 1,166 15:29 24:59 38:54 ⚔ Drush FC
22 1,120 9:56 20:59 37:14 ⛏ Fast Castle
21 1,058 13:30 32:58 — ⛏ Fast Castle
15 769 10:20 15:35 34:45 ⛏ Fast Castle
15 751 10:40 21:57 33:11 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,985 11,953 11,895 1,160 47,993 51,123
16,415 16,970 12,220 2,200 47,805 62,742
18,985 10,707 9,730 3,050 42,472 50,419
16,175 13,515 9,165 2,700 41,555 56,409
10,365 15,700 8,255 2,180 36,500 49,932
13,950 12,145 4,360 900 31,355 32,383
11,305 10,303 5,090 2,800 29,498 33,122
6,290 4,580 905 15 11,790 18,729
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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