AoeStats
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Arabia

514970684Analyzed
4v4 RM · 19h ago on Oct 20, 2026· 39m 48s· 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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vs
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Player eAPM Actions Feudal Castle Imperial Opening
65 2,568 9:04 22:37 38:10 ⚔ Archer Rush
52 2,080 8:37 24:42 — ⚔ Archer Rush
51 2,025 9:11 24:49 — ⚔ Scout Rush
50 1,973 10:10 22:54 — ⚔ Scout Rush
45 1,794 8:47 21:02 32:15 ⚔ Scout Rush
37 1,474 10:22 — — ⚔ Archers into Skirms
23 914 9:47 21:52 — ⚔ Scouts into Skirms
18 716 9:14 32:53 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
19,160 11,755 6,570 1,600 39,085 40,217
12,550 10,943 7,825 2,250 33,568 38,049
14,935 7,927 4,480 200 27,542 32,952
12,425 8,631 4,585 200 25,841 28,783
8,010 10,632 5,950 200 24,792 27,188
11,900 6,127 2,755 135 20,917 22,881
4,770 5,719 930 225 11,644 12,518
4,240 4,583 2,380 225 11,428 11,539
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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