AoeStats
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Arabia

508090991Analyzed
4v4 RM · 11d ago on Sep 20, 2026· 20m 38s· 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
🇦🇷 Huns · Argentina
1355
+14
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1289
+17
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1274
+18
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1265
+17
🇹🇷 Poles · Türkiye
1318
-17
🇨🇴 Vietnamese · Colombia
1309
-17
🇬🇧 Lithuanians · United Kingdom
1305
-16
🇪🇸 Wei · Spain
1305
-16
Player eAPM Actions Feudal Castle Imperial Opening
49 1,012 8:40 — — ⚔ Scout Rush
46 944 — — —
44 899 10:14 20:20 — ⚔ Scout Rush
42 870 13:13 — — ⚔ Archer Rush
40 831 9:54 — — ⚔ Archer Rush
33 678 8:29 — — ⚔ Scout Rush
26 537 10:40 — — ⚔ Scout Rush
21 439 10:47 15:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
4,880 2,853 670 0 8,403 8,607
4,675 2,812 250 0 7,737 7,985
2,750 2,987 1,135 0 6,872 8,304
3,390 3,402 50 0 6,842 7,844
3,525 2,408 675 0 6,608 7,009
2,905 2,567 995 0 6,467 7,080
3,395 2,013 50 0 5,458 6,151
2,750 1,407 50 0 4,207 5,180
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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