AoeStats
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Arabia

512005001Analyzed
4v4 RM · 8d ago on Oct 7, 2026· 30m 11s· 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
46 1,391 9:45 24:24 — ⚔ Archers into Skirms
44 1,328 9:04 22:31 — ⚔ Scout Rush
44 1,328 9:54 25:38 — ⚔ Archer Rush
43 1,305 10:08 26:50 — ⚔ Scout Rush
32 968 10:36 17:06 — ⚔ Archers into Skirms
30 911 9:42 25:21 — ⚔ Scout Rush
28 847 9:06 22:51 — ⚔ Archers into Skirms
28 842 10:11 22:53 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,840 4,815 2,620 200 17,475 18,627
6,245 5,643 2,550 930 15,368 16,406
8,360 4,593 2,150 100 15,203 17,681
8,210 4,349 1,730 680 14,969 16,951
6,325 5,253 1,950 1,005 14,533 15,914
5,310 5,742 2,895 200 14,147 15,123
7,645 3,811 1,300 100 12,856 14,536
5,630 4,774 1,940 60 12,404 12,916
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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