AoeStats
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Arabia

508486294Analyzed
4v4 RM · 28d ago on Sep 22, 2026· 35m 53s· 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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1205
+15
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1203
+15
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1148
+17
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1084
+20
vs
🇷🇺 Danes · Russia
1192
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1190
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🇵🇹 Poles · Portugal
1172
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🇪🇸 Ethiopians · Spain
1160
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Player eAPM Actions Feudal Castle Imperial Opening
46 1,653 10:11 27:01 — ⚔ Archer Rush
45 1,598 9:08 20:33 — ⚔ Scout Rush
35 1,249 9:39 — — ⚔ Scout Rush
35 1,240 11:45 25:27 — ⚔ Scout Rush
30 1,069 11:19 25:47 — ⚔ Archer Rush
22 795 10:25 19:42 — ⛏ Fast Castle
21 754 11:56 25:17 — ⚔ Scout Rush
20 735 9:20 23:15 35:04 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,105 6,956 3,575 300 21,936 22,568
8,845 8,544 2,490 225 20,104 22,463
10,365 6,259 2,500 200 19,324 21,999
7,970 7,684 1,775 850 18,279 21,506
8,935 5,746 2,145 850 17,676 19,237
5,050 7,064 4,785 110 17,009 19,229
4,975 5,446 2,565 100 13,086 15,500
5,240 3,703 100 125 9,168 9,506
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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