AoeStats
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Arabia

510626828Analyzed
4v4 RM · 1d ago on Oct 1, 2026· 57m 16s· 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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1175
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1139
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1084
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Player eAPM Actions Feudal Castle Imperial Opening
51 2,925 8:54 22:15 42:02 ⚔ Scout Rush
43 2,445 9:31 25:59 44:09 ⚔ Archer Rush
43 2,440 12:49 29:12 50:01 ⚔ M@A into Skirms into Archers
40 2,298 9:33 20:43 44:00 ⛏ Fast Castle
34 1,962 10:36 28:35 54:03 ⚔ Archer Rush
29 1,665 10:36 25:35 — ⚔ Scout Rush
28 1,621 10:43 15:37 49:05 ⛏ Fast Castle
8 451 12:19 — — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
20,430 20,624 11,640 6,000 58,694 66,341
23,925 7,744 18,295 4,990 54,954 66,891
24,540 8,788 15,675 1,645 50,648 56,424
13,765 14,617 5,495 3,190 37,067 45,143
16,430 15,067 4,745 325 36,567 39,736
8,410 13,361 11,270 1,050 34,091 38,362
10,385 12,456 6,005 885 29,731 38,484
2,105 1,135 120 125 3,485 2,974
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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