AoeStats
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Arabia

510012012Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 53m 19s· 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
59 3,126 8:45 22:13 45:45 ⚔ Scout Rush
57 3,063 9:08 22:00 36:23 ⚔ Archer Rush
54 2,906 9:03 21:54 37:30 ⚔ Scout Rush
53 2,851 8:43 25:43 38:22 ⚔ Scout Rush
44 2,326 10:22 27:05 52:00 ⚔ Archer Rush
43 2,297 9:32 24:32 46:36 ⚔ Archer Rush
32 1,694 9:36 25:14 40:52 ⚔ Scout Rush
24 1,272 10:05 28:01 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
26,000 11,355 17,420 1,050 55,825 63,881
20,555 17,756 10,790 2,550 51,651 64,518
26,225 11,068 11,470 2,865 51,628 58,945
16,750 15,312 10,870 3,110 46,042 46,679
20,940 10,083 10,775 850 42,648 49,392
9,975 13,640 9,355 930 33,900 34,924
17,645 6,104 6,475 1,555 31,779 33,772
7,785 9,491 4,155 300 21,731 24,924
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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