AoeStats
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Arabia

509487522Analyzed
4v4 RM · 4d ago on Sep 26, 2026· 31m 3s· 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
63 1,972 10:13 21:53 — ⚔ Archer Rush
57 1,785 12:04 29:17 — ⚔ M@A into Archers
32 979 10:40 24:34 — ⚔ Archer Rush
19 586 9:40 — — ⚔ Scout Rush
19 587 11:01 18:23 — ⛏ Fast Castle
17 535 10:45 — — ⚔ Champi Rush
12 360 11:57 — — ⛏ Fast Castle
10 309 12:24 22:34 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,025 5,879 3,210 225 18,339 20,293
6,950 7,476 3,325 300 18,051 19,667
6,575 6,697 3,615 750 17,637 19,413
6,275 6,117 1,760 425 14,577 16,284
7,635 4,280 460 270 12,645 14,504
6,345 3,415 895 450 11,105 12,376
4,940 2,890 635 625 9,090 13,538
3,475 2,420 200 0 6,095 7,736
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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