AoeStats
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Arabia

510700759Analyzed
4v4 RM · 9h ago on Oct 2, 2026· 39m 54s· 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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🇦🇷 Byzantines · Argentina
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Player eAPM Actions Feudal Castle Imperial Opening
50 2,004 10:50 23:41 38:35
40 1,604 11:47 31:16 —
38 1,503 10:35 15:02 37:36 ⛏ Fast Castle
37 1,475 9:15 25:40 — ⚔ Scout Rush
31 1,223 11:38 18:15 — ⚔ FC into Skirms
31 1,219 9:28 22:12 — ⚔ Archer Rush
23 935 10:15 15:14 — ⛏ Fast Castle
21 835 10:42 16:16 — ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
15,520 8,606 3,885 1,500 29,511 31,888
11,835 6,750 5,605 2,050 26,240 27,573
10,405 8,721 3,210 2,490 24,826 25,996
10,325 5,513 3,445 100 19,383 22,535
8,250 6,350 2,990 1,225 18,815 20,294
7,395 6,650 3,025 1,725 18,795 20,449
7,905 5,710 2,145 1,600 17,360 23,979
5,885 4,644 1,010 685 12,224 14,059
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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