AoeStats
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Arabia

514150786Analyzed
4v4 RM · 1d ago on Oct 16, 2026· 57m 45s· 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
25 1,438 10:29 22:13 33:28 ⛏ Fast Castle
23 1,309 9:59 27:49 49:24
20 1,161 9:21 19:50 33:48 ⛏ Fast Castle
16 903 11:19 15:39 33:59 ⛏ Fast Castle
15 884 10:23 25:23 36:22 ⛏ Fast Castle
14 831 11:10 20:10 45:36 ⛏ Fast Castle
11 631 11:06 23:48 — ⛏ Fast Castle
7 398 13:05 26:08 43:15 ⚔ Scouts into Archers

Resources

Player Food Wood Gold Stone Spent Collected
27,965 16,325 13,815 5,570 63,675 70,487
30,355 13,384 16,915 1,600 62,254 72,377
14,085 18,225 11,780 2,365 46,455 66,946
16,160 15,514 9,710 2,050 43,434 46,870
16,175 13,054 10,035 2,750 42,014 57,265
10,825 11,345 6,425 3,205 31,800 36,859
12,950 7,325 6,530 2,620 29,425 33,062
9,665 5,445 3,390 2,900 21,400 32,223
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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