AoeStats
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Arabia

506218342Analyzed
4v4 RM · 18d ago on Sep 12, 2026· 46m 19s· 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
45 2,068 9:06 22:29 42:02 ⚔ M@A into Skirms into Archers
42 1,938 11:51 28:12 — ⚔ Scout Rush
42 1,946 9:30 20:34 39:33 ⚔ Scout Rush
42 1,923 9:44 23:12 45:43 ⚔ Scout Rush
39 1,820 10:24 22:22 39:08 ⚔ Archer Rush
31 1,416 11:36 21:07 — ⛏ Fast Castle
30 1,379 10:41 21:40 — ⚔ Archer Rush
22 1,006 11:08 17:51 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,405 9,028 10,830 850 40,113 45,523
17,975 10,826 10,045 1,090 39,936 45,103
15,590 11,505 7,700 850 35,645 37,535
12,100 11,978 6,880 1,055 32,013 36,495
12,670 4,614 7,395 1,500 26,179 30,561
13,305 7,955 4,160 200 25,620 30,796
9,390 6,492 6,895 875 23,652 25,392
6,495 4,115 540 2,350 13,500 16,727
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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