AoeStats
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Arabia

507132037Analyzed
4v4 RM · 15d ago on Sep 16, 2026· 27m 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 1,291 18:59 25:14 — ⚔ Towers FC
48 1,316 11:32 26:41 — ⚔ Drush into Archers
45 1,235 8:51 — — ⚔ Archers into Skirms
44 1,195 9:48 — — ⚔ Champi Rush
42 1,134 8:47 24:20 — ⚔ Scout Rush
41 1,110 8:29 22:10 — ⚔ Scout Rush
30 826 9:29 21:58 — ⚔ Scout Rush
26 712 9:46 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,760 5,708 1,895 200 16,563 16,322
7,885 3,753 2,700 100 14,438 14,348
6,730 4,708 1,195 100 12,733 13,356
5,025 4,932 2,690 45 12,692 13,764
6,675 4,142 1,285 40 12,142 12,709
2,800 3,421 1,175 0 7,396 7,584
3,700 2,381 400 485 6,966 6,948
2,050 1,326 455 0 3,831 3,772
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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