AoeStats
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Arabia

512832376Analyzed
4v4 RM · 9d ago on Oct 11, 2026· 111m 46s· 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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vs
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Player eAPM Actions Feudal Castle Imperial Opening
33 3,690 11:47 21:33 41:28
32 3,563 10:12 22:07 39:49 ⚔ Scouts into Archers
31 3,436 10:46 14:25 29:46 ⛏ Fast Castle
17 1,916 11:51 20:45 60:19
15 1,634 8:04 25:11 43:05 ⛏ Fast Castle
14 1,612 11:16 25:03 41:17
13 1,500 10:23 14:29 29:41 ⛏ Fast Castle
9 968 10:29 21:00 50:01 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
47,690 23,629 23,000 5,705 100,024 139,213
25,280 34,050 20,680 4,725 84,735 143,471
31,675 32,850 17,290 850 82,665 85,578
30,915 27,018 16,955 3,720 78,608 166,455
29,395 20,205 14,120 1,335 65,055 75,973
25,985 17,548 17,895 2,280 63,708 75,387
22,025 18,940 9,900 3,085 53,950 59,034
20,780 15,865 9,410 6,375 52,430 52,029
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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