AoeStats
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Arabia

508126973Analyzed
4v4 RM · 13d ago on Sep 21, 2026· 62m 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
37 2,339 12:12 25:36 45:54 ⚔ M@A FC
28 1,744 11:58 21:03 44:58 ⛏ Fast Castle
27 1,698 12:17 18:04 33:58 ⛏ Fast Castle
27 1,677 9:28 22:53 40:15
19 1,211 11:58 24:40 42:59 ⚔ Scout Rush
17 1,064 9:44 17:18 41:30 ⛏ Fast Castle
16 1,022 11:35 20:34 48:01 ⛏ Fast Castle
9 546 13:32 24:04 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,920 32,190 12,375 5,600 76,085 80,820
32,840 20,861 11,870 2,900 68,471 92,516
23,875 16,589 20,595 5,050 66,109 74,475
23,455 18,269 10,555 2,500 54,779 59,577
18,815 13,415 15,665 3,980 51,875 58,871
24,400 7,250 11,730 1,415 44,795 49,529
17,195 9,718 6,505 2,325 35,743 38,329
10,660 5,716 3,080 2,405 21,861 23,843
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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