AoeStats
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Arabia

510339764Analyzed
4v4 RM · 15h ago on Sep 30, 2026· 30m 27s· 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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963
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927
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🇬🇷 Italians · Greece
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861
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Player eAPM Actions Feudal Castle Imperial Opening
23 691 12:01 16:29 — ⛏ Fast Castle
22 672 12:26 23:47 — ⚔ Scout Rush
21 626 13:23 23:54 — ⚔ Scout Rush
19 575 12:06 25:02 — ⚔ Scout Rush
18 548 12:00 17:49 — ⛏ Fast Castle
17 518 12:12 17:35 — ⛏ Fast Castle
17 524 11:57 18:51 — ⛏ Fast Castle
9 287 11:51 22:25 —

Resources

Player Food Wood Gold Stone Spent Collected
9,630 5,350 3,175 400 18,555 20,219
8,070 7,205 500 1,560 17,335 19,573
6,925 6,749 565 1,050 15,289 17,321
7,150 4,490 1,670 1,230 14,540 15,182
8,025 5,110 500 255 13,890 18,015
7,180 4,710 660 100 12,650 14,256
5,955 3,921 800 490 11,166 13,424
4,760 3,716 350 800 9,626 10,740
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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