AoeStats
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Arabia

509167666Analyzed
4v4 RM · 5d ago on Sep 25, 2026· 33m 1s· 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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1161
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1153
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1110
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1207
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1141
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1025
-12
Player eAPM Actions Feudal Castle Imperial Opening
44 1,462 9:02 24:01 — ⚔ Archer Rush
41 1,361 9:22 26:02 — ⚔ Scout Rush
36 1,203 9:12 20:02 — ⚔ Scout Rush
35 1,168 12:01 17:47 — ⛏ Fast Castle
29 966 9:33 22:26 — ⚔ Scout Rush
28 909 12:20 16:35 — ⛏ Fast Castle
24 786 10:19 24:20 — ⚔ Archer Rush
22 724 9:27 21:20 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,590 5,854 2,320 1,000 16,764 18,538
8,730 5,326 1,130 965 16,151 18,818
6,745 6,688 2,405 100 15,938 19,563
7,585 5,267 875 855 14,582 17,912
7,975 4,752 1,600 225 14,552 15,676
5,710 6,013 2,075 200 13,998 14,939
6,560 3,569 1,145 110 11,384 12,113
4,205 4,073 1,300 225 9,803 12,647
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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