AoeStats
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Arabia

510230517Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 47m 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
27 1,305 13:33 22:34 34:44 ⛏ Fast Castle
24 1,133 11:41 20:13 36:18 ⛏ Fast Castle
22 1,033 14:34 22:06 45:08 ⚔ Archer Rush
14 649 11:52 25:25 42:49 ⛏ Fast Castle
14 666 11:41 22:19 — ⛏ Fast Castle
13 612 10:26 22:53 37:28 ⛏ Fast Castle
12 560 13:14 — —
7 347 13:10 24:01 43:35 ⚔ FC into Archers

Resources

Player Food Wood Gold Stone Spent Collected
21,030 14,625 8,660 5,970 50,285 56,284
14,200 15,509 7,785 2,360 39,854 49,865
18,385 8,977 5,615 2,900 35,877 37,762
10,825 12,305 8,785 2,735 34,650 41,829
13,925 8,480 7,015 3,045 32,465 35,017
11,000 9,277 5,185 1,815 27,277 29,945
9,320 8,037 3,025 1,315 21,697 30,907
3,945 2,864 210 0 7,019 10,487
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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