AoeStats
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Arabia

503165753Analyzed
4v4 RM · 8d ago on Aug 30, 2026· 49m 46s· 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 1,462 10:11 23:09 48:54 ⚔ Archer Rush
28 1,371 11:47 16:41 30:47 ⛏ Fast Castle
25 1,232 10:43 19:41 38:11 ⛏ Fast Castle
23 1,134 12:58 20:14 45:27 ⛏ Fast Castle
23 1,152 9:45 27:34 49:39 ⚔ Tower Rush
22 1,090 13:49 24:57 45:11 ⚔ Archer Rush
21 1,048 9:28 27:09 47:12
18 896 10:10 18:38 40:30 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
21,675 20,590 9,960 2,250 54,475 70,398
23,925 13,120 7,205 1,700 45,950 46,730
12,665 8,437 6,525 950 28,577 34,687
8,345 11,290 4,100 1,005 24,740 32,240
10,705 8,539 2,405 2,705 24,354 29,158
11,200 7,895 3,365 1,825 24,285 35,625
11,015 6,714 3,210 2,040 22,979 27,011
10,540 5,936 4,515 1,510 22,501 26,647
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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