AoeStats
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Arabia

509739175Analyzed
4v4 RM · 3d ago on Sep 27, 2026· 31m 50s· 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 1,356 9:32 27:03 — ⚔ Archer Rush
39 1,256 9:23 22:31 — ⚔ Scout Rush
37 1,182 9:23 22:20 — ⚔ Archers into Scouts
32 1,030 9:56 22:36 — ⚔ Archer Rush
29 938 9:29 28:42 — ⚔ Champis into Skirms
28 876 11:09 17:59 — ⚔ FC into Scouts
27 872 11:46 18:12 — ⚔ Scout Rush
18 562 11:26 25:38 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,300 7,209 2,090 110 19,709 21,196
9,260 6,139 2,870 200 18,469 21,067
8,960 6,288 2,800 300 18,348 19,483
6,985 6,710 3,500 200 17,395 18,484
8,690 5,436 2,345 200 16,671 18,094
5,775 6,715 3,795 0 16,285 18,459
5,065 4,876 1,770 245 11,956 12,936
5,450 4,982 700 320 11,452 12,773
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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