AoeStats
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Arabia

512925235Analyzed
4v4 RM · 5d ago on Oct 11, 2026· 51m 23s· 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
61 3,154 9:21 21:29 42:21 ⚔ Scout Rush
45 2,325 10:23 28:24 48:15 ⚔ Archer Rush
37 1,885 9:10 19:21 33:18 ⚔ Scout Rush
31 1,617 10:25 24:33 43:55 ⚔ Archer Rush
21 1,099 10:08 27:18 40:15 ⛏ Fast Castle
21 1,095 9:22 24:50 41:53 ⚔ Scout Rush
19 967 10:34 18:37 33:01 ⚔ FC into Scouts
14 700 11:00 32:21 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,615 13,697 23,425 2,250 72,987 89,344
24,870 13,527 9,235 4,325 51,957 53,291
22,705 13,524 9,545 3,235 49,009 58,462
23,145 10,310 13,520 1,460 48,435 57,200
22,900 10,836 11,710 2,150 47,596 49,275
16,220 14,186 9,340 1,785 41,531 52,370
11,710 11,076 6,170 2,310 31,266 32,311
13,195 8,085 5,150 245 26,675 27,290
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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