AoeStats
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Arabia

514824276Analyzed
4v4 RM · 16d ago on Oct 19, 2026· 53m 46s· 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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Player eAPM Actions Feudal Castle Imperial Opening
31 1,662 10:57 14:34 30:01 ⛏ Fast Castle
29 1,577 12:28 23:45 38:27 ⚔ Skirmisher Rush
27 1,451 12:01 23:55 37:05 ⚔ Archer Rush
26 1,385 16:18 22:18 33:02 ⛏ Fast Castle
12 651 10:49 24:44 39:18
11 566 13:10 21:31 37:33 ⛏ Fast Castle
9 464 10:17 46:18 —
8 411 13:49 27:52 41:55

Resources

Player Food Wood Gold Stone Spent Collected
33,350 26,150 23,245 2,200 84,945 98,517
16,385 22,840 13,120 1,050 53,395 54,869
24,155 10,374 9,910 3,450 47,889 57,855
24,025 10,332 10,845 2,350 47,552 69,949
19,415 11,570 12,015 2,620 45,620 50,749
14,415 10,610 5,290 2,250 32,565 37,041
11,420 6,885 3,210 1,185 22,700 26,599
9,465 8,555 2,700 1,460 22,180 28,221
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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