AoeStats
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Arabia

503217201Analyzed
4v4 RM · 11d ago on Aug 30, 2026· 44m 47s· 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
50 2,225 9:38 ⚔ M@A into Archers
36 1,602 8:57 25:08 ⚔ Archer Rush
32 1,420 9:16 23:31 34:48 ⚔ Archer Rush
31 1,393 9:49 23:41 ⚔ Archer Rush
31 1,384 9:33 22:15 38:55 ⚔ Scout Rush
25 1,099 9:38 23:29 40:21 ⚔ Scout Rush
17 776 9:28 27:00 ⚔ Scout Rush
12 548 10:13 17:28 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
14,510 9,042 6,220 1,050 30,822 38,635
10,800 11,379 7,555 995 30,729 41,694
15,930 7,433 5,950 850 30,163 39,274
9,025 9,175 4,620 775 23,595 25,945
4,775 3,915 1,100 850 10,640 11,659
4,725 3,852 2,050 0 10,627 12,979
6,355 3,274 300 155 10,084 11,947
4,300 4,223 1,370 155 10,048 11,180
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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