AoeStats
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Arabia

507745533Analyzed
4v4 RM · 11d ago on Sep 19, 2026· 55m 58s· 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
59 3,276 9:20 22:05 37:43 ⚔ Archer Rush
49 2,751 12:17 21:23 37:37 ⛏ Fast Castle
41 2,304 10:15 21:05 33:15 ⚔ Scout Rush
41 2,310 9:57 23:57 — ⚔ Archer Rush
33 1,863 9:06 23:19 46:06 ⚔ Scout Rush
31 1,736 12:30 — — ⚔ Skirmisher Rush
28 1,562 9:12 22:52 48:02 ⚔ Scout Rush
20 1,107 9:25 20:47 43:18 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
44,950 14,121 32,585 1,870 93,526 96,039
21,005 24,480 17,540 4,850 67,875 71,177
29,650 14,654 15,635 3,690 63,629 68,051
21,225 20,943 18,600 1,050 61,818 66,271
12,570 15,399 7,710 3,330 39,009 47,537
14,955 8,953 3,845 740 28,493 35,225
8,840 10,953 3,895 1,040 24,728 27,326
2,690 2,485 140 375 5,690 5,444
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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