AoeStats
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Arabia

505477536Analyzed
4v4 RM · 23d ago on Sep 9, 2026· 58m 44s· 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
40 2,361 10:00 19:24 42:03 ⚔ Archer Rush
38 2,218 11:01 29:12 33:35 ⚔ Scouts into Archers
29 1,709 12:20 17:35 36:32 ⛏ Fast Castle
25 1,463 11:56 22:21 41:12 ⚔ Scout Rush
25 1,455 10:42 19:17 36:47 ⛏ Fast Castle
20 1,163 10:35 18:20 35:16 ⛏ Fast Castle
19 1,094 12:43 29:06 47:02
9 518 10:14 24:28 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
31,180 21,595 27,435 2,575 82,785 99,441
24,245 19,452 19,670 3,820 67,187 75,151
14,970 26,680 15,465 4,200 61,315 84,880
24,920 18,070 10,430 1,600 55,020 64,603
15,970 20,227 9,080 2,275 47,552 64,296
20,085 22,735 3,685 580 47,085 52,096
18,510 15,945 6,140 3,000 43,595 47,843
4,750 4,138 350 1,025 10,263 10,436
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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