AoeStats
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Arabia

505777034Analyzed
4v4 RM · 2mo ago on Sep 11, 2026· 52m 31s· 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 2,270 9:13 23:30 38:34 ⚔ Scout Rush
26 1,375 13:39 26:09 50:42
25 1,303 10:42 15:13 32:33 ⛏ Fast Castle
21 1,080 12:29 26:53 41:19 ⚔ Archer Rush
15 778 11:09 21:51 — ⛏ Fast Castle
14 723 11:13 20:40 48:30 ⛏ Fast Castle
11 576 11:36 32:05 — ⚔ Archer Rush
0 4 — — —

Resources

Player Food Wood Gold Stone Spent Collected
40,785 17,426 20,870 2,350 81,431 84,499
26,385 28,734 16,860 8,955 80,934 89,881
18,240 11,175 11,610 1,600 42,625 54,101
13,710 8,195 5,630 1,610 29,145 32,381
9,525 5,368 3,225 1,525 19,643 22,359
6,530 5,461 1,505 625 14,121 16,986
6,420 4,616 1,805 0 12,841 14,103
0 0 0 0 0 0
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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