AoeStats
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Arabia

504672035Analyzed
4v4 RM · 26d ago on Sep 6, 2026· 39m 1s· 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
31 1,212 10:33 28:02 — ⚔ Archer Rush
27 1,062 13:09 23:18 — ⚔ Scout Rush
26 1,016 13:28 19:32 — ⛏ Fast Castle
24 934 10:59 15:07 37:50 ⛏ Fast Castle
21 832 9:29 — — ⚔ Scout Rush
21 833 10:54 22:59 — ⚔ Scout Rush
16 637 11:30 17:07 33:55 ⛏ Fast Castle
10 377 12:22 19:17 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
18,880 9,934 10,620 1,500 40,934 44,068
13,675 8,290 1,990 950 24,905 25,879
11,960 7,845 4,270 235 24,310 27,848
10,135 6,525 3,520 200 20,380 30,365
8,425 6,927 4,505 100 19,957 21,407
7,770 5,928 1,260 465 15,423 16,949
3,465 2,499 50 0 6,014 6,241
2,545 1,766 400 125 4,836 4,952
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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