AoeStats
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Arabia

508306957Analyzed
4v4 RM · 9d ago on Sep 21, 2026· 35m 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
103 3,610 8:28 23:25 — ⚔ Scout Rush
82 2,895 8:46 23:33 — ⚔ Archer Rush
63 2,216 8:47 21:22 — ⚔ Scout Rush
57 1,995 9:23 24:50 — ⚔ Archer Rush
53 1,845 9:24 21:22 — ⚔ Scout Rush
53 1,869 9:38 23:24 — ⚔ Archer Rush
45 1,592 9:07 23:59 — ⚔ Archer Rush
43 1,528 9:42 22:07 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,345 9,377 3,280 1,700 32,702 33,315
16,585 8,609 7,295 200 32,689 32,845
10,670 7,965 5,620 205 24,460 26,397
6,050 9,244 7,575 0 22,869 25,410
5,660 7,699 4,950 200 18,509 19,499
6,700 6,741 3,935 1,100 18,476 19,151
6,450 6,376 5,090 100 18,016 18,714
9,985 3,609 2,725 130 16,449 17,152
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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