AoeStats
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Arabia

509541753Analyzed
4v4 RM · 7d ago on Sep 27, 2026· 24m 49s· 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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817
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882
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Player eAPM Actions Feudal Castle Imperial Opening
45 1,123 12:11 20:05 — ⚔ FC into Archers
36 898 20:01 — — ⚔ M@A Rush
19 469 10:33 22:27 — ⚔ Scout Rush
18 450 11:17 — —
18 443 12:54 18:38 — ⛏ Fast Castle
16 404 11:56 17:57 — ⛏ Fast Castle
10 253 9:33 — —
8 187 10:42 — —

Resources

Player Food Wood Gold Stone Spent Collected
6,600 3,882 1,250 100 11,832 12,012
4,300 5,597 1,430 190 11,517 11,987
5,500 3,169 405 0 9,074 11,329
4,600 2,475 200 525 7,800 8,833
4,025 2,145 310 735 7,215 7,327
3,000 2,385 0 0 5,385 6,992
2,585 1,662 50 0 4,297 5,002
2,225 1,327 0 0 3,552 4,760
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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