AoeStats
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Arabia

503313776Analyzed
4v4 RM · 2mo ago on Aug 31, 2026· 79m 41s· 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
34 2,728 11:46 22:51 —
19 1,551 10:53 26:28 44:32 ⚔ Scout Rush
18 1,399 11:17 25:45 45:44 ⚔ Scout Rush
17 1,367 10:47 26:34 42:06
17 1,339 10:45 25:12 41:50 ⚔ Archer Rush
17 1,320 10:19 21:53 47:05 ⚔ Archer Rush
15 1,199 12:25 30:33 50:15 ⚔ Scout Rush
14 1,104 9:54 24:23 40:15 ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,445 22,925 24,210 5,950 72,530 83,448
30,075 12,770 24,495 2,250 69,590 96,517
22,205 20,465 19,365 1,640 63,675 81,391
24,945 16,550 18,165 2,285 61,945 67,983
28,920 14,595 12,060 3,155 58,730 70,537
31,365 12,370 12,315 2,485 58,535 87,966
25,415 22,165 5,370 2,285 55,235 55,777
10,285 14,751 3,110 3,000 31,146 36,845
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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