AoeStats
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Arabia

510446314Analyzed
4v4 RM · 2d ago on Oct 1, 2026· 66m 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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938
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Player eAPM Actions Feudal Castle Imperial Opening
43 2,873 11:23 25:23 46:29 ⚔ Scout Rush
43 2,849 9:31 21:07 51:20 ⚔ M@A FC
36 2,369 9:56 22:35 38:42 ⚔ Scout Rush
35 2,306 10:27 23:57 43:16 ⚔ M@A into Archers
31 2,055 11:46 22:10 — ⛏ Fast Castle
26 1,710 12:00 26:25 48:26 ⚔ Drush
24 1,593 10:17 23:52 50:42 ⚔ M@A into Archers
16 1,079 11:03 21:47 45:05 ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
56,745 25,537 30,965 1,050 114,297 114,634
43,100 16,500 27,970 1,105 88,675 94,750
34,640 11,170 24,945 2,250 73,005 78,472
12,125 20,255 18,130 2,785 53,295 82,454
19,985 18,179 7,735 5,705 51,604 52,321
16,325 14,917 13,155 2,050 46,447 51,306
22,990 11,445 10,035 1,615 46,085 51,140
10,470 13,822 5,640 1,525 31,457 36,128
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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