AoeStats
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Arabia

503342214Analyzed
4v4 RM · 10d ago on Aug 31, 2026· 33m 18s· 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
89 2,972 9:42 22:06 ⚔ Archer Rush
81 2,698 9:43 25:35 ⚔ Scout Rush
72 2,397 8:54 25:59 ⚔ Scout Rush
57 1,896 8:51 21:08 ⚔ Scout Rush
53 1,759 9:38 24:51 ⚔ Archer Rush
51 1,692 9:41 24:53 ⚔ Archer Rush
43 1,434 8:35 23:15 ⚔ Scout Rush
39 1,293 9:21 24:03 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,795 4,785 3,445 100 24,125 24,116
6,825 7,317 8,000 0 22,142 21,816
10,625 6,588 3,205 1,525 21,943 22,241
11,580 6,444 3,475 230 21,729 23,295
7,300 6,216 3,385 750 17,651 18,350
10,240 4,654 2,375 100 17,369 17,891
5,500 6,329 4,315 230 16,374 16,979
5,650 4,159 3,035 125 12,969 13,443
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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