AoeStats
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Arabia

505145205Analyzed
4v4 RM · 2mo ago on Sep 8, 2026· 50m 50s· 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
🇦🇷 Romans · Argentina
1103
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vs
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1075
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1014
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🇨🇴 Goths · Colombia
919
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Player eAPM Actions Feudal Castle Imperial Opening
36 1,831 10:17 21:44 39:43 ⚔ Scout Rush
28 1,432 10:21 20:48 38:33 ⛏ Fast Castle
28 1,405 11:29 15:27 35:15 ⛏ Fast Castle
25 1,267 10:58 24:55 41:55 ⚔ Skirmisher Rush
23 1,174 9:21 22:28 39:25
23 1,172 13:00 31:24 —
18 907 9:25 21:10 36:40
18 899 10:57 24:36 46:33 ⚔ Towers into Archers

Resources

Player Food Wood Gold Stone Spent Collected
28,130 12,325 15,780 1,600 57,835 65,138
32,845 10,615 12,685 1,600 57,745 61,719
23,230 9,490 12,195 1,720 46,635 50,071
11,785 16,722 11,560 2,450 42,517 43,894
18,060 10,405 6,470 1,535 36,470 39,498
12,495 13,390 6,090 2,130 34,105 36,951
13,730 9,166 4,880 1,750 29,526 33,761
9,290 6,151 2,390 1,725 19,556 23,982
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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