AoeStats
← mryendl2410

Arabia

509885107Analyzed
4v4 RM · 3d ago on Sep 28, 2026· 35m 17s· 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
🇺🇸 Ethiopians · United States
1438
+11
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1437
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1380
+13
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1362
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1329
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🇨🇳 Mongols · China
1319
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🇻🇳 Ethiopians · Vietnam
1316
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🇮🇹 Goths · Italy
1285
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Player eAPM Actions Feudal Castle Imperial Opening
75 2,633 9:08 24:05 — ⚔ Archer Rush
67 2,350 9:21 27:49 — ⚔ Scout Rush
53 1,878 9:13 23:16 — ⚔ Archer Rush
47 1,647 10:57 16:07 — ⛏ Fast Castle
45 1,572 8:41 23:29 — ⚔ Archer Rush
42 1,479 10:09 22:30 — ⚔ Scout Rush
35 1,245 10:33 24:46 — ⚔ Archer Rush
18 645 9:38 23:37 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,350 8,884 6,045 390 26,669 28,025
8,000 9,748 4,540 200 22,488 24,847
7,885 8,522 4,380 325 21,112 22,457
10,740 6,646 2,140 100 19,626 20,038
9,545 6,167 2,240 400 18,352 23,589
8,480 5,385 2,050 850 16,765 17,424
4,340 4,545 1,780 100 10,765 12,105
5,980 3,515 1,125 0 10,620 12,294
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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