AoeStats
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Arabia

503522891Analyzed
4v4 RM · 9d ago on Sep 1, 2026· 43m 57s· 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
40 1,751 9:42 21:29 43:17 ⚔ Archers into Skirms
25 1,103 9:27 26:31 ⚔ Skirmisher Rush
23 1,030 11:08 21:10 37:13 ⚔ Skirmisher Rush
22 952 10:28 27:38 ⚔ Towers FC
20 869 11:49 17:48 39:00 ⛏ Fast Castle
19 828 11:16 21:37 36:17 ⛏ Fast Castle
18 802 11:22 20:36
18 781 9:36 24:46 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,035 12,941 6,695 2,085 46,756 58,424
17,570 7,718 11,200 1,075 37,563 41,515
15,420 12,378 5,125 2,950 35,873 40,393
12,990 11,815 4,975 875 30,655 32,494
9,575 9,106 6,575 2,705 27,961 31,874
10,665 10,042 3,390 3,145 27,242 29,880
12,420 9,245 3,200 1,500 26,365 27,585
8,515 8,260 490 345 17,610 22,176
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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