AoeStats
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Arabia

510417013Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 28m 24s· 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
63 1,783 8:37 22:21 — ⚔ Archer Rush
63 1,782 8:43 20:46 — ⚔ Scout Rush
53 1,501 8:53 23:44 — ⚔ Scout Rush
47 1,342 8:47 21:48 — ⚔ Archer Rush
40 1,123 8:44 25:52 — ⚔ Archers into Skirms
37 1,061 11:07 — — ⚔ Scouts into Archers into Skirms
36 1,012 9:28 26:13 — ⚔ Scout Rush
33 924 8:51 22:06 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,745 4,736 3,445 100 18,026 18,937
4,950 5,936 3,600 200 14,686 14,761
7,065 4,772 850 200 12,887 13,871
4,525 5,324 2,910 0 12,759 13,652
7,520 3,837 1,100 0 12,457 13,174
6,880 3,420 1,825 100 12,225 13,602
4,425 4,539 1,480 0 10,444 11,879
3,910 3,746 1,615 430 9,701 10,178
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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