AoeStats
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Arabia

503663442Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 53m 37s· 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
39 2,069 10:50 18:26 38:52 ⛏ Fast Castle
18 974 11:15 22:55 32:58 ⛏ Fast Castle
18 948 11:00 19:34 33:02 ⛏ Fast Castle
18 972 11:44 29:14 — ⚔ Tower Rush
13 719 10:52 16:27 32:17 ⛏ Fast Castle
12 668 11:54 31:41 44:12
12 629 13:26 22:48 37:38 ⛏ Fast Castle
8 415 14:53 29:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
31,520 16,615 21,030 3,420 72,585 78,201
15,210 21,170 16,415 5,070 57,865 63,474
24,045 13,985 12,365 2,200 52,595 65,479
23,630 14,140 11,275 2,500 51,545 59,312
24,800 11,380 10,225 2,250 48,655 52,260
15,395 6,315 7,650 4,950 34,310 38,004
9,070 8,365 560 1,225 19,220 27,792
6,475 5,920 2,645 1,850 16,890 19,381
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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