AoeStats
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Arabia

503279563Analyzed
4v4 RM · 8d ago on Aug 30, 2026· 60m 34s· 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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1105
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1046
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1026
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925
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1012
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975
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Player eAPM Actions Feudal Castle Imperial Opening
42 2,515 8:56 21:53 41:26 ⚔ Scout Rush
35 2,143 9:34 19:47 39:12 ⚔ Scout Rush
35 2,093 10:02 26:09 42:26 ⚔ Archer Rush
32 1,926 8:23 23:42 34:40 ⚔ Scout Rush
32 1,914 9:15 22:07 41:34 ⚔ Scout Rush
31 1,882 10:38 24:15 51:57 ⚔ Drush
24 1,461 11:06 23:07 43:36
20 1,189 12:05 20:24 47:42 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
45,045 23,568 13,810 3,120 85,543 89,950
36,415 18,306 19,850 3,100 77,671 86,508
25,945 15,175 20,530 6,425 68,075 79,436
24,785 22,695 16,960 2,740 67,180 87,762
18,740 22,639 13,925 1,775 57,079 58,310
21,540 21,178 8,070 3,000 53,788 59,789
19,600 13,000 8,995 2,530 44,125 49,164
9,505 10,436 7,625 1,400 28,966 34,245
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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