AoeStats
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Arabia

510291858Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 16m 23s· 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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1182
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🇭🇰 Danes · Hong Kong SAR China
1085
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1084
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Player eAPM Actions Feudal Castle Imperial Opening
50 815 7:36 — — ⚔ Scout Rush
49 807 8:50 — — ⚔ Scout Rush
43 710 9:19 — — ⚔ Archer Rush
35 580 10:02 — — ⚔ Archer Rush
31 516 9:06 — — ⚔ M@A into Archers
24 394 11:51 — — ⚔ Drush
23 374 11:38 16:00 — ⛏ Fast Castle
21 348 11:32 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
3,050 2,858 685 0 6,593 6,890
3,695 1,814 200 0 5,709 6,951
3,150 1,880 505 0 5,535 6,144
3,260 2,214 50 0 5,524 5,829
2,500 2,011 275 0 4,786 5,635
2,860 1,348 50 0 4,258 5,358
2,750 1,255 200 35 4,240 5,139
2,150 1,253 150 250 3,803 4,047
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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