AoeStats
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Arabia

505847478Analyzed
4v4 RM · 21d ago on Sep 11, 2026· 57m 43s· 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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1121
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978
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970
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886
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1050
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1049
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🇨🇳 Ethiopians · China
1020
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Player eAPM Actions Feudal Castle Imperial Opening
44 2,532 10:04 16:39 35:20 ⛏ Fast Castle
37 2,109 11:42 17:27 49:49 ⛏ Fast Castle
33 1,924 10:08 20:47 38:03 ⚔ Scout Rush
29 1,687 10:12 18:47 41:23 ⛏ Fast Castle
25 1,439 12:06 17:54 25:25 ◆ FC into Fast Imp
22 1,264 9:50 20:20 46:47 ⚔ Scout Rush
21 1,212 12:08 18:48 36:14
16 924 15:24 31:17 42:46 ⚔ Drush into Scouts

Resources

Player Food Wood Gold Stone Spent Collected
26,860 22,238 13,010 1,530 63,638 82,338
24,825 17,666 18,010 1,680 62,181 70,854
25,345 21,339 7,765 2,050 56,499 60,814
26,175 10,797 8,980 2,530 48,482 56,906
21,675 14,149 7,920 950 44,694 48,401
15,560 16,760 8,940 1,500 42,760 47,530
19,000 7,985 8,765 1,650 37,400 40,224
8,255 6,092 2,050 100 16,497 18,618
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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