AoeStats
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Arabia

503184946Analyzed
4v4 RM · 9d ago on Aug 30, 2026· 42m 42s· 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
62 2,628 8:44 25:28 ⚔ Scout Rush
44 1,892 9:18 27:04 40:22 ⚔ Drush into Archers
41 1,730 10:14 25:02 ⚔ Scout Rush
33 1,417 10:03 31:33 ⚔ Archers into Skirms
29 1,222 9:36 21:47 ⚔ Scout Rush
28 1,183 10:21 20:31 37:13 ⚔ Scout Rush
20 869 12:48 21:10
19 808 12:00 18:27 37:44 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,835 7,671 8,695 750 33,951 35,445
14,835 10,278 7,260 1,500 33,873 37,672
14,170 8,853 4,065 2,800 29,888 34,867
14,055 7,266 6,070 2,155 29,546 32,621
13,220 8,849 5,090 1,700 28,859 30,204
10,180 10,940 6,110 1,500 28,730 29,432
14,160 7,119 6,420 100 27,799 30,113
3,375 3,942 1,705 225 9,247 9,314
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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