AoeStats
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Arabia

508770926Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 36m 0s· 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
28 999 11:04 18:53 35:08 ⛏ Fast Castle
27 986 9:26 21:44 — ⚔ Scout Rush
27 973 11:06 27:49 — ⚔ Archers into Skirms
26 921 10:48 14:42 34:55 ⛏ Fast Castle
25 894 12:49 18:18 — ⚔ Archers FC
21 742 12:08 18:16 — ⛏ Fast Castle
15 533 10:59 — — ⚔ Archer Rush
13 483 13:00 20:35 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,205 6,404 2,905 1,500 23,014 25,124
10,605 5,405 3,595 850 20,455 23,146
7,675 6,735 3,200 1,210 18,820 20,162
9,160 5,110 4,345 200 18,815 19,984
6,615 5,990 3,245 1,040 16,890 18,278
5,995 4,773 2,110 1,400 14,278 15,302
3,025 3,296 955 0 7,276 9,307
3,140 3,474 250 200 7,064 7,366
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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