AoeStats
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Arabia

507911748Analyzed
4v4 RM · 13d ago on Sep 20, 2026· 35m 47s· 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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1463
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1354
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1353
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1425
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Player eAPM Actions Feudal Castle Imperial Opening
71 2,533 9:58 26:57 — ⚔ Archer Rush
63 2,239 9:32 29:18 — ⚔ Scout Rush
63 2,238 9:40 26:12 — ⚔ Archer Rush
62 2,208 8:40 25:04 — ⚔ Archer Rush
57 2,028 8:27 23:20 — ⚔ Scout Rush
46 1,647 8:52 24:11 — ⚔ Scout Rush
42 1,521 9:15 23:11 — ⚔ Scout Rush
40 1,425 10:03 27:40 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
23,715 7,823 3,495 100 35,133 35,283
20,310 7,165 2,995 100 30,570 33,363
8,050 10,701 8,695 100 27,546 29,108
13,960 7,159 4,525 200 25,844 26,314
5,860 9,121 7,530 230 22,741 23,472
6,525 6,452 5,580 750 19,307 19,591
9,100 4,771 2,525 200 16,596 17,305
6,075 6,534 2,435 225 15,269 15,749
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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