AoeStats
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Arabia

509840111Analyzed
4v4 RM · 4d ago on Sep 28, 2026· 31m 7s· 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
92 2,853 7:56 21:38 — ⚔ Scout Rush
69 2,157 8:44 25:19 — ⚔ Scout Rush
68 2,105 8:53 20:57 — ⚔ Archer Rush
66 2,047 9:06 20:25 — ⚔ Archer Rush
53 1,650 8:47 22:13 — ⚔ Scout Rush
51 1,575 9:23 22:07 30:49 ⚔ Fish Boom into Archers
43 1,335 8:41 24:44 — ⚔ Archer Rush
37 1,164 9:10 24:37 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,575 11,053 5,460 475 24,563 27,281
11,580 6,461 4,325 475 22,841 23,110
8,450 8,988 4,985 240 22,663 23,741
12,605 6,606 2,630 200 22,041 22,995
5,325 6,562 4,950 5 16,842 16,946
8,275 5,544 2,050 100 15,969 17,496
5,200 5,787 3,825 100 14,912 14,919
7,855 4,529 1,750 0 14,134 14,320
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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