AoeStats
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Arabia

506978377Analyzed
4v4 RM · 18d ago on Sep 16, 2026· 38m 48s· 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
56 2,165 10:13 20:22 — ⚔ FC into Scouts
30 1,168 12:27 23:08 — ⚔ Scouts into Archers
17 653 10:48 27:19 — ⛏ Fast Castle
15 577 15:05 22:19 35:52 ⛏ Fast Castle
10 399 10:34 22:23 — ⚔ FC into Scouts
10 373 12:45 23:07 — ⛏ Fast Castle
9 350 9:49 23:30 — ⛏ Fast Castle
9 348 11:42 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,075 5,922 4,645 885 21,527 28,273
10,195 6,040 4,005 1,115 21,355 26,820
9,175 6,950 4,145 950 21,220 25,603
7,325 6,570 4,190 1,015 19,100 22,521
7,470 7,470 1,225 785 16,950 23,372
8,475 4,734 1,760 1,500 16,469 25,653
4,910 3,809 500 225 9,444 11,020
3,495 4,210 590 225 8,520 10,427
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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