AoeStats
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Arabia

507598349Analyzed
4v4 RM · 12d ago on Sep 18, 2026· 32m 2s· 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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1647
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1641
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1568
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Player eAPM Actions Feudal Castle Imperial Opening
94 3,021 11:26 23:22 — ⚔ Drush into Archers into Skirms
87 2,784 8:54 24:07 — ⚔ Scout Rush
59 1,894 9:14 22:45 — ⚔ Scout Rush
58 1,859 8:56 24:18 — ⚔ Archer Rush
51 1,639 9:01 22:57 — ⚔ Archer Rush
50 1,592 9:28 22:32 — ⚔ Scout Rush
47 1,508 9:19 22:39 — ⚔ Archer Rush
46 1,480 8:56 23:01 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,275 8,425 5,845 200 21,745 22,703
10,600 6,250 4,060 100 21,010 21,699
6,970 7,934 4,095 225 19,224 19,841
9,835 5,668 3,245 200 18,948 21,357
9,975 4,794 3,520 200 18,489 19,437
5,865 7,714 4,515 200 18,294 19,588
6,925 7,176 2,945 325 17,371 18,171
5,755 5,204 2,620 100 13,679 14,020
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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