AoeStats
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Arabia

510173366Analyzed
4v4 RM · 23h ago on Sep 29, 2026· 42m 36s· 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 1,088 12:54 25:35 — ⚔ Scout Rush
18 783 8:49 19:51 — ⛏ Fast Castle
18 782 10:01 20:41 35:41 ⚔ Drush FC
17 714 11:33 21:25 39:17 ⛏ Fast Castle
15 656 11:57 16:48 — ⛏ Fast Castle
12 513 12:17 20:05 — ⛏ Fast Castle
11 487 11:40 17:04 33:41 ⛏ Fast Castle
9 394 10:45 24:34 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,395 8,210 6,390 850 36,845 43,708
14,765 6,250 5,560 2,150 28,725 40,294
14,415 6,849 5,860 1,500 28,624 33,822
12,300 8,261 4,345 1,625 26,531 29,513
10,700 7,130 2,715 1,650 22,195 23,577
9,690 4,885 3,870 2,480 20,925 22,515
9,315 7,385 3,005 575 20,280 25,209
8,495 8,402 1,075 1,725 19,697 23,410
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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