AoeStats
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Arabia

510658704Analyzed
4v4 RM · 2d ago on Oct 2, 2026· 25m 59s· 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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1022
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1012
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928
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869
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987
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953
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886
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Player eAPM Actions Feudal Castle Imperial Opening
39 1,015 9:21 22:54 — ⚔ Archer Rush
34 880 11:32 17:16 — ⛏ Fast Castle
26 683 10:52 15:41 — ⛏ Fast Castle
20 512 12:38 16:57 — ⛏ Fast Castle
17 433 11:07 23:32 — ⚔ Scouts into Skirms
15 388 11:19 22:07 — ⛏ Fast Castle
14 354 10:57 21:01 —
4 100 — — —

Resources

Player Food Wood Gold Stone Spent Collected
7,100 4,900 1,475 200 13,675 14,076
5,450 4,507 1,765 750 12,472 13,886
5,250 4,130 200 1,215 10,795 12,522
5,250 3,895 690 750 10,585 11,394
5,180 3,906 1,305 125 10,516 11,286
4,900 3,769 420 850 9,939 11,503
5,245 3,485 410 450 9,590 10,459
450 250 0 0 700 736
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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