AoeStats
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Arabia

507120449Analyzed
4v4 RM · 15d ago on Sep 16, 2026· 76m 29s· 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
30 2,279 10:54 17:22 31:06 ⛏ Fast Castle
22 1,646 11:46 20:28 29:43 ⛏ Fast Castle
21 1,620 13:08 28:32 40:21 ⛏ Fast Castle
15 1,133 11:20 16:25 33:19 ⛏ Fast Castle
15 1,118 15:13 23:23 39:17 ⛏ Fast Castle
13 1,002 12:15 17:36 39:47 ⛏ Fast Castle
10 777 13:09 20:27 36:09 ⛏ Fast Castle
9 688 15:30 21:57 28:19 ⛏ Fast Imperial

Resources

Player Food Wood Gold Stone Spent Collected
44,065 31,640 17,805 5,465 98,975 117,055
45,910 13,955 18,910 2,920 81,695 107,630
22,170 32,325 23,590 2,200 80,285 87,810
31,380 19,270 20,710 7,955 79,315 125,723
27,865 22,705 21,550 1,995 74,115 111,308
32,880 17,960 15,855 5,755 72,450 79,041
32,745 12,150 15,195 1,700 61,790 99,135
20,605 22,735 12,900 3,385 59,625 68,426
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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