AoeStats
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Arabia

506430844Analyzed
4v4 RM · 17d ago on Sep 13, 2026· 25m 13s· 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
60 1,518 9:17 22:44 — ⚔ Scout Rush
60 1,505 9:25 24:29 — ⚔ Archer Rush
51 1,276 9:52 24:27 — ⚔ Archer Rush
39 976 9:41 — — ⚔ Scout Rush
31 780 9:29 23:59 — ⚔ M@A into Skirms
27 673 10:55 24:55 — ⚔ Archer Rush
24 604 10:05 23:40 — ⚔ Scout Rush
24 602 9:32 21:45 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,700 3,948 1,580 0 15,228 15,211
4,535 4,791 2,880 0 12,206 12,511
4,575 4,530 2,615 100 11,820 12,900
7,375 3,902 250 0 11,527 12,528
6,620 3,517 825 200 11,162 11,910
5,515 3,808 825 0 10,148 10,534
3,320 3,501 2,055 145 9,021 10,318
4,620 3,567 290 100 8,577 9,086
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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