AoeStats
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Arabia

510254989Analyzed
4v4 RM · 1d ago on Sep 30, 2026· 57m 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
42 2,396 9:21 23:24 35:48 ⚔ Archer Rush
35 2,029 10:34 16:53 38:14 ⛏ Fast Castle
30 1,754 13:00 19:18 33:14 ⛏ Fast Castle
22 1,240 9:52 23:29 42:36 ⚔ Scout Rush
21 1,218 13:26 26:00 41:24 ⛏ Fast Castle
19 1,070 11:34 18:40 37:43 ⛏ Fast Castle
17 966 11:08 22:14 —
14 783 10:57 24:42 35:22 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,785 17,627 19,250 3,100 72,762 92,540
28,110 12,090 21,790 900 62,890 74,251
30,060 14,695 12,380 2,200 59,335 72,453
26,895 20,315 8,930 2,900 59,040 89,267
20,330 20,391 9,340 2,725 52,786 58,135
16,915 11,614 6,240 3,005 37,774 46,423
12,410 11,582 2,365 2,350 28,707 32,514
7,605 6,559 490 1,255 15,909 16,785
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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