AoeStats
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Arabia

510016047Analyzed
4v4 RM · 1d ago on Sep 29, 2026· 37m 43s· 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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1294
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1127
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956
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583
+30
1030
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1003
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Player eAPM Actions Feudal Castle Imperial Opening
80 3,012 8:57 25:43 — ⚔ Scout Rush
31 1,170 9:51 23:15 32:26 ⚔ Archer Rush
26 968 10:12 22:45 — ⚔ Archer Rush
23 866 12:54 19:09 — ⛏ Fast Castle
22 815 11:34 21:02 33:02
17 650 12:13 28:19 —
15 557 13:52 21:21 —
9 327 12:12 24:41 35:02 ◆ FC into Fast Imp

Resources

Player Food Wood Gold Stone Spent Collected
15,680 4,837 4,645 855 26,017 27,366
9,610 7,407 5,610 950 23,577 26,839
9,015 8,970 2,845 1,655 22,485 26,861
7,890 5,985 3,000 1,750 18,625 19,577
5,970 8,029 725 1,320 16,044 16,908
6,520 4,961 3,190 850 15,521 17,094
8,865 5,155 1,160 200 15,380 16,241
3,935 3,997 920 2,255 11,107 12,234
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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