AoeStats
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Arabia

506282488Analyzed
4v4 RM · 19d ago on Sep 13, 2026· 67m 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
43 2,871 10:04 21:10 39:23 ⚔ Scout Rush
42 2,834 13:26 24:09 47:28 ⚔ M@A Rush
30 2,033 10:41 24:32 48:44 ⚔ Scout Rush
25 1,697 10:44 24:44 —
20 1,340 11:51 17:19 40:12 ⛏ Fast Castle
15 1,037 11:16 23:33 43:05
13 891 11:47 19:12 46:59 ⚔ FC into Scouts
10 650 9:52 22:39 54:42

Resources

Player Food Wood Gold Stone Spent Collected
41,245 34,002 25,640 2,900 103,787 106,870
40,420 16,015 19,085 5,085 80,605 85,992
27,205 18,920 23,295 2,585 72,005 79,161
31,435 21,020 11,255 1,900 65,610 78,414
29,475 20,294 12,595 1,700 64,064 69,180
28,460 13,838 11,520 1,925 55,743 63,559
10,120 12,145 4,260 1,625 28,150 30,302
11,620 5,569 3,525 875 21,589 22,512
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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