AoeStats
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Arabia

509393807Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 26m 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
59 1,537 8:46 25:56 — ⚔ Archer Rush
50 1,312 8:54 23:56 — ⚔ Archer Rush
40 1,056 8:37 20:50 — ⚔ Scout Rush
39 1,014 8:54 22:02 — ⚔ Scout Rush
38 992 9:17 21:36 — ⚔ Scout Rush
33 873 9:21 — — ⚔ Archer Rush
30 791 9:26 21:40 — ⚔ Scout Rush
29 769 8:40 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,540 3,528 2,470 100 15,638 15,916
7,665 4,669 1,850 100 14,284 14,216
7,135 4,125 2,225 100 13,585 13,882
4,935 4,700 2,660 110 12,405 13,091
4,805 4,670 2,775 0 12,250 13,038
4,125 4,768 2,685 125 11,703 12,414
6,275 3,216 1,075 125 10,691 10,894
2,085 1,879 630 125 4,719 4,779
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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