AoeStats
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Arabia

509802375Analyzed
4v4 RM · 3d ago on Sep 28, 2026· 123m 52s· 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 4,596 9:30 18:27 34:23 ⛏ Fast Castle
37 4,522 14:53 25:01 45:54
34 4,270 10:25 18:23 39:44 ⚔ Scout Rush
22 2,696 10:33 21:56 37:57
22 2,779 12:53 22:06 38:19 ⛏ Fast Castle
22 2,709 10:58 24:58 38:16 ⛏ Fast Castle
17 2,065 11:27 19:39 33:56
16 1,972 15:04 31:39 41:59

Resources

Player Food Wood Gold Stone Spent Collected
75,305 45,360 53,715 5,915 180,295 203,015
43,110 70,220 42,140 6,300 161,770 219,670
42,120 64,409 41,250 6,830 154,609 165,999
79,620 41,827 27,375 2,735 151,557 169,629
77,340 40,397 29,320 3,495 150,552 152,031
48,515 30,398 21,360 1,925 102,198 107,840
26,050 45,690 21,195 3,350 96,285 104,385
38,020 17,540 28,425 4,050 88,035 94,692
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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