AoeStats
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Arabia

503509318Analyzed
4v4 RM · 2mo ago on Sep 1, 2026· 66m 10s· 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
23 1,525 11:19 15:54 36:22 ⛏ Fast Castle
20 1,312 14:19 24:18 40:11 ⛏ Fast Castle
19 1,234 10:44 21:34 36:22 ⛏ Fast Castle
19 1,262 12:05 22:40 38:33 ⛏ Fast Castle
18 1,205 13:21 26:09 — ⚔ Scouts into Skirms
18 1,202 13:42 22:02 45:47 ⛏ Fast Castle
16 1,028 11:27 23:09 38:09
9 578 11:45 24:24 33:13

Resources

Player Food Wood Gold Stone Spent Collected
31,155 24,120 11,230 1,815 68,320 92,119
23,230 24,940 14,795 2,685 65,650 85,894
26,605 16,898 9,750 2,460 55,713 65,034
25,070 7,470 18,610 1,970 53,120 57,384
22,500 14,621 10,350 2,950 50,421 55,586
20,825 14,763 9,135 5,450 50,173 54,823
16,400 9,373 11,550 2,700 40,023 44,007
7,940 6,455 1,100 475 15,970 19,944
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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