AoeStats
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Arabia

510869849Analyzed
4v4 RM · 5h ago on Oct 2, 2026· 33m 10s· 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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1299
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1265
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1251
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1212
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Player eAPM Actions Feudal Castle Imperial Opening
65 2,159 9:20 20:30 — ⚔ Scout Rush
48 1,597 10:07 22:04 — ⚔ Scout Rush
47 1,550 9:28 28:38 — ⚔ Archer Rush
34 1,121 11:07 18:17 — ⚔ Skirms into Archers
32 1,058 9:16 26:08 — ⚔ Archer Rush
27 891 9:43 24:03 — ⚔ Archers into Skirms
23 778 10:41 17:03 — ⛏ Fast Castle
22 716 10:09 25:20 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,675 7,962 1,975 200 24,812 25,160
8,300 8,575 3,705 300 20,880 23,571
8,010 5,611 3,100 200 16,921 17,919
5,935 6,782 3,665 350 16,732 17,155
8,460 5,319 2,545 35 16,359 18,270
4,545 5,707 4,520 0 14,772 16,891
7,795 4,861 890 800 14,346 15,402
3,900 4,368 1,850 100 10,218 11,332
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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