AoeStats
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Arabia

510229594Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 47m 49s· 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
47 2,235 10:05 21:07 35:19 ⚔ Scout Rush
45 2,141 8:56 21:05 35:35 ⚔ Scout Rush
27 1,269 10:55 27:36 42:28 ⚔ Archer Rush
25 1,172 10:14 27:36 46:36 ⚔ Scout Rush
23 1,081 12:48 17:12 37:18 ⛏ Fast Castle
15 724 10:33 21:11 — ⛏ Fast Castle
12 588 12:08 27:21 41:16 ⛏ Fast Castle
11 537 11:39 17:00 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
30,220 18,684 20,200 3,070 72,174 77,831
18,890 10,041 6,385 3,810 39,126 47,660
18,085 11,284 5,410 1,400 36,179 42,140
17,220 10,992 6,465 750 35,427 42,891
11,275 10,745 7,055 1,500 30,575 32,292
13,380 6,938 5,280 1,725 27,323 31,713
8,575 5,592 3,170 1,345 18,682 19,648
8,665 6,320 1,575 1,255 17,815 20,716
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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