AoeStats
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Arabia

503671813Analyzed
4v4 RM · 8d ago on Sep 1, 2026· 28m 7s· 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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1224
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1177
+18
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1237
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1189
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Player eAPM Actions Feudal Castle Imperial Opening
53 1,487 8:58 23:20 ⚔ Archer Rush
53 1,503 9:28 ⚔ Archers into Skirms
50 1,395 9:08 22:28 ⚔ Scout Rush
49 1,365 10:12 19:50 ⚔ M@A FC
46 1,299 10:14 24:08 ⚔ Archer Rush
31 874 9:59 21:17 ⚔ Scout Rush
26 719 9:03 22:51 ⚔ Scout Rush
22 631 11:39 17:01 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,350 4,780 2,125 100 15,355 15,427
8,540 3,296 2,150 0 13,986 15,326
5,325 5,010 3,020 100 13,455 13,659
6,995 3,659 2,500 130 13,284 13,656
5,585 5,074 2,205 125 12,989 13,910
5,410 3,989 1,355 100 10,854 11,648
5,075 3,453 1,175 135 9,838 11,034
2,835 3,183 865 0 6,883 8,967
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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