AoeStats
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Arabia

508616405Analyzed
4v4 RM · 9d ago on Sep 23, 2026· 41m 52s· 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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1469
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1467
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Player eAPM Actions Feudal Castle Imperial Opening
72 3,036 8:53 25:15 — ⚔ Scout Rush
64 2,688 9:39 24:33 34:01 ⚔ Archer Rush
63 2,631 8:34 22:54 40:38 ⚔ Archer Rush
55 2,323 8:50 21:35 41:47 ⚔ Scout Rush
51 2,121 9:10 27:01 — ⚔ Archers into Skirms
49 2,058 8:45 25:52 — ⚔ Scout Rush
45 1,879 9:51 25:24 — ⚔ Archers into Skirms
41 1,735 8:44 22:28 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,775 11,410 6,475 1,090 36,750 37,949
19,335 9,272 7,170 850 36,627 40,907
17,090 7,762 7,380 1,050 33,282 33,530
11,430 11,061 8,660 200 31,351 32,460
15,945 8,581 4,800 1,600 30,926 34,724
9,090 10,823 9,060 650 29,623 32,178
9,055 8,560 3,485 850 21,950 22,590
7,795 8,462 4,530 450 21,237 22,897
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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