AoeStats
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Arabia

509045498Analyzed
4v4 RM · 5d ago on Sep 25, 2026· 45m 42s· 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
56 2,539 9:42 25:07 — ⚔ Archer Rush
43 1,963 9:38 22:01 37:43 ⚔ Scout Rush
43 1,945 10:47 20:38 42:15 ⚔ Scout Rush
42 1,903 10:12 23:28 — ⚔ Skirms into Archers
36 1,666 9:18 19:35 34:33
31 1,406 9:43 23:35 42:42 ⚔ Scout Rush
26 1,203 12:00 20:50 — ⛏ Fast Castle
20 934 11:11 16:12 38:47 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,160 16,326 10,615 3,235 46,336 55,505
21,055 11,103 6,080 3,000 41,238 45,280
17,140 12,931 7,425 2,450 39,946 41,971
19,910 8,943 9,545 400 38,798 50,135
16,300 6,259 7,905 950 31,414 34,387
11,025 11,587 4,470 3,450 30,532 31,404
8,890 13,915 6,180 130 29,115 30,953
7,910 9,880 3,010 3,000 23,800 27,995
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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