AoeStats
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Arabia

503701997Analyzed
4v4 RM · 8d ago on Sep 1, 2026· 54m 51s· 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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Player eAPM Actions Feudal Castle Imperial Opening
43 2,373 10:34 20:54 40:39 ⚔ Scout Rush
36 1,964 11:52 25:50 40:14 ⚔ Skirmisher Rush
24 1,312 12:04 25:39 36:54 ⛏ Fast Castle
21 1,142 12:08 18:12 34:16 ⛏ Fast Castle
18 968 11:21 21:18 47:07 ⛏ Fast Castle
17 919 10:40 19:04 40:51 ⛏ Fast Castle
16 886 12:07 22:50 37:17 ⛏ Fast Castle
14 754 11:04 21:51 41:03

Resources

Player Food Wood Gold Stone Spent Collected
24,395 17,785 13,455 2,520 58,155 70,033
20,735 15,949 9,155 1,710 47,549 50,863
20,495 14,240 8,575 2,960 46,270 58,845
13,105 12,533 11,855 1,500 38,993 47,078
15,460 13,567 7,415 1,720 38,162 46,145
15,510 11,500 7,985 1,650 36,645 56,914
16,420 9,994 8,975 850 36,239 47,112
11,355 7,007 5,495 1,585 25,442 30,631
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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