AoeStats
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Arabia

503716236Analyzed
4v4 RM · 1mo ago on Sep 1, 2026· 31m 39s· 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
64 2,030 8:57 24:21 28:41 ⚔ Scouts into Fast Imp
61 1,944 9:20 26:40 — ⚔ Archer Rush
58 1,825 9:50 22:56 — ⚔ Archer Rush
43 1,369 8:17 24:13 — ⚔ Scout Rush
38 1,196 8:56 — — ⚔ Scout Rush
32 1,024 9:43 — — ⚔ Scout Rush
23 722 12:51 25:12 — ⛏ Fast Castle
23 740 14:10 — — ⚔ Drush

Resources

Player Food Wood Gold Stone Spent Collected
11,565 6,582 2,800 0 20,947 21,940
5,875 7,062 1,935 145 15,017 17,889
5,620 5,446 2,320 705 14,091 16,693
6,670 4,257 1,980 650 13,557 16,042
5,205 3,435 50 125 8,815 9,633
4,970 3,737 50 0 8,757 9,673
3,600 2,663 250 125 6,638 9,074
2,225 1,433 110 285 4,053 4,587
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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