AoeStats
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Arabia

503526960Analyzed
4v4 RM · 9d ago on Sep 1, 2026· 43m 8s· 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
48 2,062 8:49 21:00 42:19 ⚔ Scout Rush
43 1,876 9:40 23:17 36:29 ⚔ Archer Rush
38 1,634 8:50 21:33 ⚔ Scout Rush
36 1,540 11:39 15:37 42:45 ⛏ Fast Castle
34 1,455 12:21 15:31 ⛏ Fast Castle
27 1,149 13:33 18:37 ⛏ Fast Castle
23 985 10:21 26:27 ⚔ Skirmisher Rush
22 953 11:28 31:19

Resources

Player Food Wood Gold Stone Spent Collected
18,985 12,820 7,835 1,885 41,525 46,455
.
16,060 9,175 7,370 950 33,555 39,544
12,320 10,255 6,335 3,200 32,110 34,481
9,335 9,366 7,765 750 27,216 32,557
12,575 9,115 3,010 1,770 26,470 30,169
6,340 8,140 1,735 850 17,065 19,258
6,420 6,833 1,170 750 15,173 15,734
5,635 5,236 620 100 11,591 11,925
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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