AoeStats
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Arabia

510149882Analyzed
4v4 RM · 1d ago on Sep 29, 2026· 27m 1s· 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
49 1,334 9:40 20:06 — ⚔ Scout Rush
37 1,004 13:03 18:38 — ⛏ Fast Castle
27 732 12:56 22:55 —
22 590 11:39 24:17 — ⛏ Fast Castle
19 515 10:48 — —
16 428 11:41 — — ⚔ Archer Rush
14 367 10:49 — — ⚔ M@A Rush
11 304 9:39 20:42 — ⚔ Scouts FC

Resources

Player Food Wood Gold Stone Spent Collected
4,160 4,382 670 1,400 10,612 11,076
5,305 3,562 550 100 9,517 9,554
3,675 4,605 900 100 9,280 12,294
4,580 3,860 720 0 9,160 10,380
4,220 4,067 715 0 9,002 10,362
4,740 3,040 1,010 100 8,890 11,481
4,135 3,241 250 0 7,626 10,050
2,050 2,853 1,245 30 6,178 6,123
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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