AoeStats
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Arabia

505370695Analyzed
4v4 RM · 24d ago on Sep 9, 2026· 26m 3s· 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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1888
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1822
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1931
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1872
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1843
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🇨🇱 Hindustanis · Chile
1734
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Player eAPM Actions Feudal Castle Imperial Opening
87 2,274 8:49 22:23 — ⚔ Archer Rush
79 2,064 8:49 25:23 — ⚔ Scout Rush
78 2,043 8:47 24:13 — ⚔ Scout Rush
62 1,609 8:59 24:48 — ⚔ Scout Rush
61 1,598 8:45 21:35 — ⚔ Archer Rush
58 1,518 9:30 25:17 — ⚔ Archer Rush
57 1,474 8:56 — — ⚔ Scout Rush
55 1,428 8:51 23:13 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,005 4,105 1,340 0 14,450 15,050
4,760 5,381 4,140 0 14,281 14,578
4,725 5,520 3,910 125 14,280 14,712
7,385 5,386 575 100 13,446 15,427
4,900 4,922 2,940 140 12,902 13,357
7,530 3,230 1,975 125 12,860 13,129
4,775 5,021 2,790 30 12,616 12,926
6,190 3,786 200 125 10,301 11,712
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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