AoeStats
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Arabia

510014219Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 70m 47s· 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
26 1,820 11:29 19:24 44:43 ⛏ Fast Castle
25 1,773 14:11 30:19 43:59
19 1,342 11:41 25:21 41:31 ⛏ Fast Castle
17 1,172 11:49 18:10 39:01 ⛏ Fast Castle
16 1,120 12:37 23:37 65:30
16 1,158 10:13 20:22 45:57 ⚔ Scout Rush
11 794 11:34 30:31 —
7 515 10:33 24:29 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
33,175 16,890 14,290 2,290 66,645 74,248
25,070 16,369 19,465 4,135 65,039 91,539
28,615 10,623 12,045 2,450 53,733 60,996
26,180 6,875 10,520 1,460 45,035 59,104
20,285 13,853 7,735 2,305 44,178 67,709
11,625 10,477 2,150 1,285 25,537 29,276
10,125 7,133 1,735 1,365 20,358 20,425
8,515 7,781 2,620 100 19,016 25,731
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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