AoeStats
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Arabia

511897227Analyzed
4v4 RM · 10d ago on Oct 7, 2026· 53m 35s· 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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-9
Player eAPM Actions Feudal Castle Imperial Opening
39 2,099 13:15 29:14 49:37 ⚔ Champi Rush
34 1,814 10:54 19:13 34:16 ⛏ Fast Castle
29 1,564 10:42 17:47 37:25 ⛏ Fast Castle
23 1,243 9:49 21:31 40:53 ⚔ Scout Rush
21 1,141 11:30 20:55 37:09 ⛏ Fast Castle
20 1,091 15:50 20:24 33:47 ⛏ Fast Castle
15 824 11:58 16:44 — ⛏ Fast Castle
13 719 12:11 24:50 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
24,910 17,109 12,400 1,600 56,019 64,675
19,690 14,665 4,950 3,250 42,555 44,840
12,040 15,935 8,675 2,155 38,805 48,087
18,845 7,698 7,575 4,340 38,458 45,118
12,950 8,318 7,150 2,420 30,838 37,624
10,875 8,899 6,705 1,705 28,184 30,726
10,855 6,050 5,595 435 22,935 24,631
7,425 5,565 1,465 1,570 16,025 17,381
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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