AoeStats
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Arabia

503947550Analyzed
4v4 RM · 2mo ago on Sep 3, 2026· 42m 42s· 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
42 1,806 8:57 27:27 — ⚔ Scout Rush
37 1,571 10:04 29:14 — ⚔ Scout Rush
27 1,154 9:23 24:55 — ⚔ Scout Rush
24 1,032 12:02 25:15 — ⚔ Scout Rush
22 939 12:12 16:35 40:32 ⛏ Fast Castle
22 940 11:51 29:05 —
15 635 13:29 27:43 37:27
13 552 11:38 34:00 —

Resources

Player Food Wood Gold Stone Spent Collected
17,250 9,967 2,610 200 30,027 33,706
14,180 8,452 3,530 1,195 27,357 34,182
14,840 6,640 4,920 200 26,600 27,838
11,990 6,430 3,755 1,600 23,775 29,172
11,460 6,420 3,110 1,550 22,540 24,133
9,210 6,565 1,915 100 17,790 20,081
7,655 4,890 3,200 100 15,845 18,163
8,510 4,840 1,505 900 15,755 16,699
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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