AoeStats
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Arabia

508988676Analyzed
4v4 RM · 6d ago on Sep 25, 2026· 38m 29s· 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
43 1,664 10:50 22:36 36:53 ⛏ Fast Castle
37 1,406 10:44 19:53 32:31 ⛏ Fast Castle
16 619 11:27 19:12 34:25 ⛏ Fast Castle
15 595 13:14 21:04 — ⛏ Fast Castle
15 595 12:23 23:43 — ⚔ Scout Rush
14 547 12:51 26:46 — ⚔ Scout Rush
14 528 11:44 — — ⚔ Tower Rush
9 336 15:41 21:40 36:42 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
25,755 11,722 13,470 1,080 52,027 58,223
16,655 15,058 6,620 1,830 40,163 41,553
8,675 19,528 6,235 2,530 36,968 40,076
10,135 5,277 4,760 1,400 21,572 27,604
6,420 5,438 1,820 200 13,878 16,078
6,010 4,380 1,075 650 12,115 12,527
5,615 2,915 300 325 9,155 10,929
3,945 3,110 325 800 8,180 9,193
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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