AoeStats
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Arabia

507482359Analyzed
4v4 RM · 13d ago on Sep 18, 2026· 52m 1s· 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
29 1,484 11:35 22:28 40:12 ⛏ Fast Castle
23 1,172 11:25 26:43 41:01
18 946 11:04 24:26 38:17 ⚔ Scout Rush
17 860 13:00 19:47 26:23 ◆ FC into Fast Imp
17 880 12:45 24:33 37:48 ⛏ Fast Castle
14 746 13:39 17:56 31:37 ⛏ Fast Castle
12 640 11:36 17:15 33:27 ⛏ Fast Castle
8 397 10:10 20:54 34:37 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,890 23,910 13,015 2,275 64,090 71,543
12,800 21,495 14,055 2,960 51,310 72,630
23,380 14,605 9,935 2,090 50,010 63,283
18,395 9,262 12,645 4,290 44,592 59,872
19,280 10,681 10,640 1,995 42,596 47,263
17,650 14,093 9,050 1,750 42,543 56,305
18,220 10,340 11,670 650 40,880 52,963
14,355 10,201 8,160 2,270 34,986 45,996
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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