AoeStats
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Arabia

503633882Analyzed
4v4 RM · 8d ago on Sep 1, 2026· 39m 3s· 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 2,404 9:57 22:54 ⚔ Archer Rush
61 2,366 10:46 16:50 ⚔ FC into Scouts
59 2,293 10:23 19:47 34:45 ⚔ Scout Rush
44 1,723 9:29 20:30 ⚔ Archer Rush
36 1,404 11:39 15:13 36:46 ⛏ Fast Castle
30 1,162 9:58 22:54 38:50 ⚔ Scout Rush
24 920 8:43 ⚔ Scouts into Skirms
19 744 9:10 19:20 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,550 9,847 5,660 750 33,807 35,722
14,700 7,907 5,530 1,065 29,202 31,473
10,530 8,590 5,715 1,400 26,235 32,341
8,230 10,148 7,060 200 25,638 28,205
9,960 9,565 5,135 850 25,510 30,168
11,410 4,440 4,595 750 21,195 30,006
10,800 5,210 2,405 225 18,640 21,487
5,700 2,930 400 0 9,030 15,775
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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