AoeStats
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Arabia

510429987Analyzed
4v4 RM · 9h ago on Oct 1, 2026· 34m 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
1057
+14
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Player eAPM Actions Feudal Castle Imperial Opening
52 1,790 9:13 22:28 — ⚔ Archers into Skirms
42 1,475 10:25 13:36 31:12 ⚔ FC into Scouts
34 1,196 9:45 24:28 — ⚔ Archer Rush
32 1,115 10:10 15:44 — ⛏ Fast Castle
29 1,011 10:10 17:03 — ⛏ Fast Castle
17 606 10:12 21:48 — ⚔ Scout Rush
13 462 11:19 15:17 — ⛏ Fast Castle
8 280 9:24 — — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,390 7,084 4,055 1,550 27,079 29,517
8,910 8,196 3,395 2,525 23,026 25,564
7,860 8,580 3,315 200 19,955 21,788
9,345 4,911 3,870 200 18,326 18,774
8,050 5,089 3,695 100 16,934 19,895
7,070 3,925 2,870 200 14,065 15,551
6,055 3,415 830 935 11,235 13,730
3,035 3,120 1,045 0 7,200 9,784
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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