AoeStats
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Arabia

506562470Analyzed
4v4 RM · 17d ago on Sep 14, 2026· 44m 18s· 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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1051
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1045
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1039
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Player eAPM Actions Feudal Castle Imperial Opening
45 1,976 9:11 25:17 44:11 ⚔ Archer Rush
38 1,683 10:27 28:14 — ⚔ Towers into Archers
35 1,560 12:06 17:40 — ⛏ Fast Castle
34 1,520 10:43 15:01 35:17 ⛏ Fast Castle
32 1,397 10:26 22:26 33:26 ⚔ Archer Rush
30 1,328 12:04 24:21 40:22
29 1,265 11:29 19:14 36:52
29 1,301 11:23 22:19 34:28

Resources

Player Food Wood Gold Stone Spent Collected
19,900 11,030 7,395 1,550 39,875 49,014
10,000 12,825 11,405 850 35,080 43,134
12,615 15,230 5,485 200 33,530 41,090
18,345 8,050 5,035 1,500 32,930 33,947
16,755 7,385 7,850 855 32,845 33,995
16,300 8,020 5,245 2,810 32,375 37,782
11,755 14,930 2,040 1,625 30,350 40,509
9,210 9,868 6,530 1,525 27,133 31,502
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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