AoeStats
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Arabia

510868295Analyzed
4v4 RM · 19h ago on Oct 2, 2026· 64m 10s· 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
50 3,239 8:17 20:53 35:48 ⚔ Archer Rush
41 2,645 9:37 20:58 42:32 ⚔ Skirmisher Rush
28 1,797 10:12 20:48 36:55 ⛏ Fast Castle
27 1,730 9:17 18:44 32:30 ⛏ Fast Castle
24 1,550 8:25 19:15 35:56 ⚔ Scout Rush
22 1,414 10:45 22:41 40:45 ⛏ Fast Castle
18 1,158 10:54 14:46 35:48 ⛏ Fast Castle
16 1,034 11:07 17:54 36:51 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
28,605 29,311 24,950 5,400 88,266 91,383
22,705 24,990 15,115 2,035 64,845 72,851
26,985 18,089 14,990 3,185 63,249 85,289
25,445 9,858 21,720 1,600 58,623 65,391
24,450 10,473 18,440 1,700 55,063 62,596
25,120 11,257 12,750 3,500 52,627 71,683
20,475 13,851 15,275 905 50,506 53,326
10,400 16,247 7,905 3,245 37,797 42,524
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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