AoeStats
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Arabia

509791624Analyzed
4v4 RM · 6d ago on Sep 28, 2026· 42m 16s· 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
51 2,164 12:30 18:32 — ⚔ M@A Rush
37 1,582 9:19 23:29 36:39 ⚔ Scout Rush
28 1,198 9:08 23:27 38:41 ⚔ Champi Rush
25 1,056 12:07 24:54 — ⚔ Scout Rush
19 784 10:20 25:14 41:31 ⚔ Champi Rush
19 796 11:43 15:31 — ⛏ Fast Castle
19 813 11:24 27:23 — ⚔ Drush
17 738 10:14 20:54 41:42 ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,180 10,609 5,575 750 36,114 39,546
15,440 11,593 5,470 1,500 34,003 36,919
19,295 7,340 4,250 3,000 33,885 36,825
16,760 5,520 6,330 650 29,260 30,184
12,235 7,685 7,400 750 28,070 28,492
13,340 4,639 4,550 1,500 24,029 27,300
8,905 7,002 2,190 1,425 19,522 22,873
7,410 3,455 1,655 505 13,025 13,290
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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