AoeStats
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Arabia

508800732Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 36m 11s· 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
68 2,443 9:48 26:59 — ⚔ Archer Rush
67 2,420 9:00 22:25 — ⚔ Scout Rush
66 2,383 8:17 20:42 — ⚔ Scout Rush
63 2,285 9:20 24:20 — ⚔ Archer Rush
58 2,087 11:35 15:40 36:07 ⛏ Fast Castle
55 2,004 10:23 25:43 — ⚔ M@A into Skirms into Archers
52 1,870 8:48 21:55 — ⚔ Archer Rush
31 1,105 10:46 13:49 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,875 9,201 3,810 205 23,091 23,731
11,175 5,617 5,555 130 22,477 22,638
11,545 4,810 4,415 1,445 22,215 24,327
10,725 4,594 4,385 1,950 21,654 23,345
10,755 6,311 3,805 200 21,071 23,668
5,850 8,733 5,825 325 20,733 21,143
7,425 6,041 1,570 630 15,666 15,599
5,185 6,291 4,005 0 15,481 16,848
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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