AoeStats
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Arabia

508545337Analyzed
4v4 RM · 9d ago on Sep 23, 2026· 80m 28s· 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
40 3,189 10:25 19:57 38:57 ⛏ Fast Castle
33 2,636 11:03 18:56 35:01 ⛏ Fast Castle
30 2,428 12:19 19:26 33:03 ⛏ Fast Castle
30 2,419 11:02 22:15 37:44 ⚔ Scout Rush
28 2,282 11:56 22:07 —
23 1,837 11:24 18:43 32:07 ⛏ Fast Castle
17 1,407 9:10 16:31 38:47 ⛏ Fast Castle
11 907 9:38 21:46 — ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
36,815 39,251 26,305 6,455 108,826 118,863
34,475 39,130 8,760 3,205 85,570 101,639
44,470 24,540 12,640 2,550 84,200 89,913
28,480 21,671 24,935 2,350 77,436 88,455
35,165 21,475 12,935 4,025 73,600 80,206
9,150 12,277 1,800 1,500 24,727 25,568
9,310 8,395 3,215 1,600 22,520 30,115
4,175 2,886 380 160 7,601 8,279
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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