AoeStats
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Arabia

510046940Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 33m 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 2,043 9:09 20:54 — ⚔ Scout Rush
49 1,624 9:15 24:45 — ⚔ Archer Rush
47 1,558 10:26 15:04 — ⛏ Fast Castle
45 1,494 9:46 24:54 — ⚔ Archer Rush
41 1,342 8:48 21:41 — ⚔ Scout Rush
31 1,015 8:17 19:32 — ⚔ Archer Rush
28 910 9:40 24:14 —
26 859 9:40 24:53 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,195 6,509 2,755 780 20,239 21,154
10,135 6,014 1,860 300 18,309 22,182
9,355 5,815 1,530 200 16,900 17,789
5,635 6,575 3,915 200 16,325 17,774
5,880 2,884 3,410 850 13,024 13,945
6,945 4,774 815 375 12,909 13,279
5,210 4,122 2,335 130 11,797 12,592
4,630 3,486 400 350 8,866 9,256
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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