AoeStats
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Arabia

511646166Analyzed
4v4 RM · 11d ago on Oct 6, 2026· 71m 54s· 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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Player eAPM Actions Feudal Castle Imperial Opening
34 2,436 11:28 40:47 66:49 ⚔ Scouts into Skirms
29 2,066 9:48 22:13 44:51 ⚔ Archer Rush
28 2,018 12:42 21:04 44:01 ⚔ Archers into Skirms
21 1,534 11:23 22:10 45:49 ⛏ Fast Castle
19 1,349 11:12 26:03 46:55
19 1,384 10:41 15:42 35:51 ⛏ Fast Castle
15 1,097 12:33 17:51 43:58 ⚔ Skirmisher Rush
14 1,002 11:13 16:17 57:10 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
39,690 34,430 17,310 1,500 92,930 95,705
28,430 40,563 15,680 1,885 86,558 96,205
22,775 19,275 18,195 5,435 65,680 76,098
25,420 24,869 11,605 2,290 64,184 73,852
24,855 18,225 12,215 3,650 58,945 95,407
16,245 19,737 19,055 1,600 56,637 63,589
20,270 10,705 5,265 2,150 38,390 38,981
16,390 9,115 7,110 2,770 35,385 42,450
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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