AoeStats
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Arabia

505390471Analyzed
4v4 RM · 24d ago on Sep 9, 2026· 33m 12s· 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 2,242 8:58 20:47 29:55 ⚔ Scout Rush
47 1,553 10:38 26:10 — ⚔ Archer Rush
29 970 11:07 — — ⚔ Skirms into Archers into Towers
29 971 9:17 — — ⚔ Scouts into Skirms
28 938 9:54 24:15 — ⚔ Archer Rush
22 725 10:39 31:39 — ⚔ Scout Rush
15 484 12:19 24:48 — ⚔ Scout Rush
13 448 12:41 22:18 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,585 6,932 4,005 200 23,722 26,393
5,775 6,402 4,150 0 16,327 19,210
5,425 5,030 2,390 1,400 14,245 16,172
8,020 4,385 875 875 14,155 15,545
4,635 2,756 825 1,585 9,801 10,431
4,920 3,335 350 0 8,605 11,054
4,175 3,191 385 375 8,126 8,532
3,360 3,230 110 0 6,700 8,562
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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