AoeStats
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Arabia

510224719Analyzed
4v4 RM · 14h ago on Sep 30, 2026· 45m 31s· 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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-8
Player eAPM Actions Feudal Castle Imperial Opening
50 2,268 11:04 21:47 34:46 ⚔ Archer Rush
22 1,023 11:21 16:18 33:57 ⛏ Fast Castle
19 843 11:41 19:14 — ⛏ Fast Castle
18 803 13:42 18:39 37:18 ⛏ Fast Castle
17 761 11:11 22:33 — ⚔ Skirms FC
16 745 13:04 17:50 41:04 ⛏ Fast Castle
15 689 11:34 20:00 34:51 ⛏ Fast Castle
7 297 11:30 21:53 44:23 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
26,815 14,785 9,225 1,025 51,850 61,566
13,820 11,662 8,380 1,050 34,912 42,813
12,925 8,473 5,215 1,530 28,143 31,934
10,875 9,095 7,140 200 27,310 37,334
10,090 5,989 3,645 2,080 21,804 25,589
9,735 6,199 4,560 830 21,324 23,266
7,025 6,695 855 1,850 16,425 18,713
4,700 4,540 3,690 880 13,810 18,802
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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