AoeStats
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Arabia

508793782Analyzed
4v4 RM · 8d ago on Sep 24, 2026· 54m 48s· 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
58 3,172 10:06 20:58 47:52 ⚔ Archer Rush
45 2,480 9:01 21:35 46:16 ⚔ Scout Rush
42 2,278 9:39 21:00 41:02 ⛏ Fast Castle
42 2,280 9:14 21:31 49:04 ⚔ Scout Rush
34 1,840 9:52 25:01 — ⚔ Scout Rush
32 1,734 9:33 26:01 53:11 ⚔ Archer Rush
29 1,565 10:21 23:41 43:43 ⚔ Archer Rush
23 1,281 10:11 23:24 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,655 15,505 10,715 5,705 54,580 56,760
24,925 11,851 11,360 2,160 50,296 54,803
25,010 7,515 16,770 850 50,145 53,072
22,960 12,434 11,660 415 47,469 53,192
14,455 14,612 8,065 2,100 39,232 41,279
8,850 12,382 9,755 350 31,337 33,452
9,720 11,047 8,465 225 29,457 33,479
9,345 6,409 2,295 400 18,449 18,971
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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