AoeStats
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Arabia

503463887Analyzed
4v4 RM · 10d ago on Aug 31, 2026· 58m 22s· 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
23 1,324 12:51 31:18
21 1,237 13:40 20:32 38:42 ⛏ Fast Castle
21 1,211 10:53 25:00 39:28
20 1,173 14:50 21:07 47:38 ⛏ Fast Castle
15 856 12:40 37:19 48:08 ⚔ Tower Rush
15 889 11:01 19:35 40:39 ⛏ Fast Castle
11 621 11:45 24:55 52:35 ⚔ Scout Rush
10 573 12:51 27:47 46:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,230 8,398 14,630 100 54,358 63,521
26,145 14,440 10,240 2,800 53,625 68,773
22,955 16,400 8,570 4,885 52,810 55,215
13,585 21,325 9,840 1,690 46,440 54,587
19,535 10,754 7,060 3,025 40,374 45,651
18,025 13,488 4,270 4,330 40,113 44,710
15,985 9,210 7,520 850 33,565 38,020
7,625 8,060 2,015 1,650 19,350 22,423
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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