AoeStats
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Arabia

507263068Analyzed
4v4 RM · 15d ago on Sep 17, 2026· 48m 39s· 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
37 1,781 11:28 17:57 30:43 ⛏ Fast Castle
35 1,708 11:01 15:38 28:22 ⛏ Fast Castle
32 1,548 9:44 14:41 — ⛏ Fast Castle
31 1,525 11:52 20:18 43:43 ⛏ Fast Castle
24 1,150 11:32 23:37 — ⚔ M@A into Archers into Skirms
20 991 10:38 21:27 35:10 ⛏ Fast Castle
19 946 13:54 25:59 45:54
15 738 12:05 23:25 39:58

Resources

Player Food Wood Gold Stone Spent Collected
37,880 11,045 14,045 850 63,820 66,958
24,555 12,629 12,995 4,780 54,959 59,457
18,215 10,596 6,500 750 36,061 40,556
15,295 8,828 7,635 4,025 35,783 37,952
15,060 8,996 6,930 1,150 32,136 34,384
11,745 12,258 3,915 2,620 30,538 38,083
10,480 6,760 6,040 750 24,030 29,183
4,200 4,549 750 0 9,499 10,046
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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