AoeStats
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Arabia

510681522Analyzed
4v4 RM · 2d ago on Oct 2, 2026· 28m 34s· 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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1386
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1344
+17
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1333
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1392
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1376
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1337
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1321
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Player eAPM Actions Feudal Castle Imperial Opening
64 1,817 9:00 22:08 — ⚔ Scout Rush
53 1,506 10:20 24:50 — ⚔ Archer Rush
52 1,490 8:54 24:15 — ⚔ Archer Rush
47 1,353 9:32 21:56 — ⚔ Scout Rush
45 1,288 9:02 21:05 — ⚔ Archer Rush
33 955 10:10 23:34 — ⚔ Scout Rush
33 953 9:09 — — ⚔ Archer Rush
31 898 10:12 14:56 — ⚔ FC into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
12,030 4,620 5,020 100 21,770 22,908
9,475 4,409 3,350 100 17,334 17,565
6,250 5,001 3,200 255 14,706 15,959
4,950 5,215 3,740 200 14,105 14,556
5,960 5,502 2,475 0 13,937 13,881
3,850 4,705 2,000 100 10,655 11,550
5,950 3,613 350 100 10,013 10,608
2,650 2,481 815 125 6,071 6,586
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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