AoeStats
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Arabia

509461539Analyzed
4v4 RM · 5d ago on Sep 26, 2026· 30m 47s· 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
65 2,005 9:18 25:10 — ⚔ Archer Rush
55 1,681 9:31 25:23 — ⚔ Scout Rush
53 1,625 9:09 22:35 — ⚔ Scout Rush
42 1,301 9:09 22:17 — ⚔ Scout Rush
41 1,247 15:54 23:17 — ⚔ Drush into Archers into Skirms
34 1,042 10:08 23:45 — ⚔ Archers into Skirms
30 931 10:03 23:10 — ⚔ Archer Rush
17 538 11:14 20:00 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,450 6,239 3,070 200 21,959 23,642
10,765 5,354 2,140 200 18,459 18,425
5,625 6,407 4,290 830 17,152 18,209
7,025 7,341 2,530 125 17,021 18,334
7,580 3,373 2,420 120 13,493 13,814
5,215 4,799 2,795 5 12,814 14,460
6,120 4,434 1,240 850 12,644 13,916
5,750 5,125 1,175 0 12,050 13,293
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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