AoeStats
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Arabia

507742350Analyzed
4v4 RM · 14d ago on Sep 19, 2026· 38m 26s· 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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1478
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Player eAPM Actions Feudal Castle Imperial Opening
70 2,688 9:51 22:40 — ⚔ Archer Rush
68 2,618 8:59 22:46 36:49 ⚔ Scouts into Skirms
54 2,078 9:24 20:01 — ⚔ Scout Rush
54 2,094 9:28 14:17 — ⛏ Fast Castle
45 1,735 9:47 21:13 36:43 ⚔ Archer Rush
39 1,507 8:58 23:41 — ⚔ Scout Rush
28 1,058 9:35 22:22 — ⚔ Scout Rush
18 706 10:22 22:16 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,030 7,942 8,720 200 38,892 41,299
11,805 11,984 8,570 1,855 34,214 35,476
12,160 9,650 6,835 915 29,560 29,951
13,570 8,481 5,495 950 28,496 32,372
13,825 10,109 3,875 550 28,359 30,181
9,355 9,249 5,625 200 24,429 25,157
12,355 6,329 4,905 325 23,914 26,628
4,250 4,627 3,500 650 13,027 12,883
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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