AoeStats
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Arabia

504624828Analyzed
4v4 RM · 26d ago on Sep 6, 2026· 71m 5s· 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
38 2,716 10:26 23:11 38:06 ⚔ Scout Rush
36 2,587 10:35 18:08 33:30 ⛏ Fast Castle
31 2,183 12:14 19:01 41:42 ⚔ Archer Rush
30 2,121 10:25 18:09 37:26 ⛏ Fast Castle
22 1,563 10:36 19:40 33:52 ⛏ Fast Castle
18 1,293 10:18 19:43 34:32 ⛏ Fast Castle
16 1,113 9:56 19:14 36:10 ⛏ Fast Castle
13 933 12:01 20:50 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
47,620 20,505 23,540 4,185 95,850 112,117
31,070 28,091 33,750 2,900 95,811 111,410
38,140 18,599 16,615 2,505 75,859 117,637
34,660 29,421 8,875 1,550 74,506 94,660
34,180 14,564 15,385 1,020 65,149 67,415
13,560 21,099 17,070 1,600 53,329 58,354
15,765 20,315 3,380 2,950 42,410 45,272
16,995 11,560 11,110 2,450 42,115 50,626
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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