AoeStats
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Arabia

503758749Analyzed
4v4 RM · 7d ago on Sep 2, 2026· 61m 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
34 2,098 11:33 16:42 36:40 ⛏ Fast Castle
30 1,857 10:42 17:10 37:39 ⚔ FC into Scouts
24 1,474 16:26 25:35 50:05 ⛏ Fast Castle
23 1,400 11:13 27:15 46:40 ⚔ Archer Rush
17 1,060 11:16 27:05 40:46 ⚔ Towers FC
15 916 13:18 21:20 36:01 ⛏ Fast Castle
14 853 15:16 29:12 41:07 ⚔ Skirms into Archers
10 591 10:29 27:15 40:19

Resources

Player Food Wood Gold Stone Spent Collected
25,225 13,935 18,150 4,300 61,610 66,606
22,820 19,814 14,470 2,150 59,254 68,387
25,235 9,770 9,395 6,400 50,800 58,799
21,150 12,420 12,515 1,800 47,885 62,833
21,505 10,090 9,460 2,925 43,980 66,118
18,320 15,555 8,130 750 42,755 53,717
10,280 11,650 6,815 750 29,495 33,327
11,295 6,230 3,235 800 21,560 26,377
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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