AoeStats
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Arabia

510638224Analyzed
4v4 RM · 10h ago on Oct 1, 2026· 30m 21s· 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
79 2,386 9:14 28:12 — ⚔ Archer Rush
78 2,354 9:19 25:06 — ⚔ Scout Rush
78 2,367 9:11 26:05 — ⚔ Archer Rush
60 1,836 9:13 22:51 — ⚔ Scout Rush
51 1,551 8:50 23:42 — ⚔ Archer Rush
48 1,451 8:59 26:28 — ⚔ Scout Rush
47 1,424 8:43 22:35 — ⚔ Scout Rush
40 1,211 9:28 27:33 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,175 5,932 2,775 200 20,082 19,962
11,265 5,738 2,180 0 19,183 19,609
7,775 6,324 4,460 125 18,684 19,461
9,370 4,407 2,720 100 16,597 16,628
5,810 5,663 3,795 200 15,468 16,002
8,340 4,055 2,470 100 14,965 16,591
4,600 4,568 3,110 0 12,278 13,677
3,735 4,377 2,560 5 10,677 11,041
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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