AoeStats
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Arabia

510448873Analyzed
4v4 RM · 12h ago on Oct 1, 2026· 36m 10s· 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
64 2,305 10:29 26:24 — ⚔ Archers into Skirms
62 2,241 8:32 23:13 — ⚔ Scout Rush
61 2,207 8:50 20:01 — ⚔ Scout Rush
61 2,195 8:54 23:52 — ⚔ Archers into Skirms
57 2,047 9:09 26:23 — ⚔ Archer Rush
56 2,042 9:15 23:41 — ⚔ Archer Rush
52 1,892 8:58 21:29 — ⚔ Scout Rush
41 1,493 8:37 21:46 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,530 9,468 5,620 200 30,818 34,190
13,550 7,520 7,085 200 28,355 28,781
6,625 8,925 6,900 100 22,550 26,357
8,620 8,443 5,000 150 22,213 23,863
6,675 8,779 6,085 130 21,669 22,913
10,670 5,694 4,040 130 20,534 23,011
5,825 8,095 4,790 355 19,065 18,844
9,415 4,363 3,550 200 17,528 17,812
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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