AoeStats
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Arabia

503534935Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 50m 53s· 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
79 4,040 9:20 24:08 42:37 ⚔ Archer Rush
78 3,987 8:38 21:52 — ⚔ Scout Rush
75 3,809 10:43 29:24 — ⚔ Archer Rush
71 3,614 9:29 26:27 — ⚔ Scout Rush
69 3,508 10:32 29:16 45:55 ⚔ Archer Rush
65 3,302 10:26 24:22 48:43 ⚔ Archer Rush
64 3,240 9:11 23:56 48:21 ⚔ Scout Rush
59 2,996 8:59 24:11 45:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,105 10,829 19,320 285 58,539 59,883
25,550 15,080 10,920 2,440 53,990 60,850
26,185 7,813 18,775 300 53,073 54,607
15,600 16,775 12,960 2,180 47,515 49,519
21,835 13,111 10,130 275 45,351 48,149
11,300 15,726 13,020 2,820 42,866 44,246
10,875 13,003 10,125 1,975 35,978 38,926
8,300 8,604 6,065 235 23,204 23,974
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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