AoeStats
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Arabia

509702930Analyzed
4v4 RM · 6d ago on Sep 27, 2026· 41m 44s· 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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866
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822
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821
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722
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780
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Player eAPM Actions Feudal Castle Imperial Opening
30 1,243 9:46 18:52 29:54 ⛏ Fast Castle
26 1,096 10:57 24:14 36:40 ⛏ Fast Castle
25 1,057 7:53 20:57 —
24 1,003 17:06 24:22 — ⛏ Fast Castle
24 1,005 10:44 23:10 36:11 ⛏ Fast Castle
18 744 10:35 19:10 34:31 ⛏ Fast Castle
13 544 10:36 17:05 — ⚔ FC into Scouts
9 364 13:41 22:46 35:36 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
15,740 8,632 9,590 2,525 36,487 45,894
12,700 11,284 6,450 1,775 32,209 36,348
13,200 8,326 6,100 2,310 29,936 34,875
11,120 11,507 3,400 975 27,002 29,838
11,590 8,215 4,110 1,375 25,290 34,598
8,910 10,007 3,135 1,210 23,262 27,683
8,985 9,066 3,405 105 21,561 31,009
8,280 5,831 1,250 950 16,311 20,907
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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