AoeStats
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Arabia

510940449Analyzed
4v4 RM · 3h ago on Oct 3, 2026· 52m 26s· 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
91 4,775 8:55 26:48 — ⚔ Scout Rush
54 2,849 9:18 23:35 39:57 ⚔ Archer Rush
54 2,850 8:56 24:10 41:21 ⚔ Scout Rush
53 2,779 9:17 21:34 43:42 ⚔ Scout Rush
52 2,705 10:12 14:55 47:34 ⛏ Fast Castle
49 2,547 10:27 22:43 46:49 ⚔ Scout Rush
42 2,205 10:21 38:46 — ⚔ Archer Rush
18 961 9:33 27:38 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,560 13,310 14,775 1,625 58,270 65,481
28,120 11,746 16,170 1,925 57,961 67,476
28,190 13,417 9,460 1,870 52,937 60,700
24,970 7,681 10,105 4,165 46,921 47,596
27,865 7,275 7,940 2,150 45,230 50,280
13,935 14,597 9,900 850 39,282 43,891
11,905 15,818 5,040 625 33,388 35,585
12,185 14,497 4,720 1,630 33,032 38,111
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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