AoeStats
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Arabia

510685472Analyzed
4v4 RM · 2d ago on Oct 2, 2026· 57m 28s· 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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815
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709
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701
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635
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769
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676
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Player eAPM Actions Feudal Castle Imperial Opening
52 2,970 9:45 28:45 50:33
37 2,103 10:59 39:23 —
27 1,567 13:21 19:06 35:08 ⚔ FC into Archers
20 1,173 11:03 19:56 32:00 ⛏ Fast Castle
16 931 12:11 29:24 — ⚔ Scouts into Archers
15 881 13:33 26:26 — ⚔ Scout Rush
11 654 10:37 21:29 39:50 ⚔ Scouts into Archers
1 38 — — —

Resources

Player Food Wood Gold Stone Spent Collected
21,575 16,360 7,515 2,050 47,500 65,767
14,370 14,515 11,260 1,510 41,655 59,295
10,355 11,957 7,785 2,650 32,747 45,198
13,360 7,050 4,915 1,920 27,245 28,656
9,730 6,760 4,600 1,685 22,775 23,779
5,720 4,295 1,490 835 12,340 14,725
5,905 4,286 1,080 225 11,496 11,450
50 50 0 0 100 161
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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