AoeStats
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Arabia

510028726Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 122m 12s· 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 4,464 13:17 21:45 43:08 ⛏ Fast Castle
29 3,604 13:24 18:07 31:36 ⛏ Fast Castle
26 3,216 9:46 27:27 39:50 ⚔ Scout Rush
22 2,633 11:35 18:46 35:12 ⛏ Fast Castle
17 2,114 11:10 23:12 36:14 ⛏ Fast Castle
16 1,934 11:07 19:08 32:48 ⚔ FC into Archers
14 1,673 12:15 27:41 38:56
7 816 12:01 18:06 30:17 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
86,810 18,290 79,810 10,600 195,510 215,092
74,010 51,425 45,755 9,260 180,450 199,469
47,600 55,407 30,975 3,120 137,102 148,766
46,525 35,925 45,005 4,865 132,320 162,415
30,565 38,890 44,190 4,300 117,945 187,631
50,275 31,177 31,255 2,940 115,647 130,687
32,660 27,445 15,195 2,305 77,605 80,514
7,770 6,460 2,155 2,550 18,935 20,736
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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