AoeStats
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Arabia

510473335Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 40m 14s· 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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1385
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1346
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1320
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1321
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🇹🇼 Ethiopians · Taiwan
1261
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Player eAPM Actions Feudal Castle Imperial Opening
57 2,275 9:25 26:33 — ⚔ Archer Rush
48 1,950 9:12 21:35 — ⚔ Scout Rush
44 1,787 9:39 21:13 — ⚔ Scout Rush
32 1,283 8:59 23:05 — ⚔ Scouts into Skirms
29 1,175 9:03 22:58 38:49 ⚔ Scout Rush
27 1,070 9:32 24:16 37:11 ⚔ Archer Rush
27 1,082 8:50 28:27 — ⚔ Champi Rush
23 915 9:25 21:39 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,015 9,872 8,720 200 37,807 37,656
11,535 13,292 6,240 305 31,372 32,702
12,275 6,330 5,505 2,150 26,260 28,270
10,695 7,194 4,790 1,645 24,324 27,004
8,875 8,241 4,660 200 21,976 25,798
8,950 4,761 2,615 1,525 17,851 19,123
8,170 4,349 3,215 115 15,849 16,415
8,590 3,930 2,660 100 15,280 18,180
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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