AoeStats
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Arabia

509749657Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 51m 40s· 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
42 2,192 11:33 15:18 37:14 ⛏ Fast Castle
34 1,760 10:36 22:25 48:00 ⚔ Archer Rush
26 1,366 10:41 19:33 34:33 ⛏ Fast Castle
25 1,290 11:42 16:44 31:29 ⛏ Fast Castle
25 1,282 10:04 23:02 35:47 ⚔ Scout Rush
23 1,197 10:39 15:22 35:26 ⛏ Fast Castle
16 807 10:34 22:43 39:05 ⚔ Champi Rush
13 682 10:57 18:16 41:07 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
38,315 22,085 9,070 3,010 72,480 78,563
25,415 17,502 9,345 2,350 54,612 57,755
24,485 12,292 11,175 3,405 51,357 62,010
25,475 10,384 12,350 1,255 49,464 51,470
20,800 8,619 13,375 850 43,644 49,579
21,775 9,460 9,335 1,500 42,070 45,598
14,360 10,586 6,270 1,675 32,891 34,707
12,850 9,007 5,455 1,580 28,892 37,332
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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