AoeStats
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Arabia

504935472Analyzed
4v4 RM · 25d ago on Sep 7, 2026· 33m 37s· 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 2,279 8:52 22:14 — ⚔ Archer Rush
68 2,281 8:53 25:47 — ⚔ Archer Rush
55 1,864 8:23 22:01 — ⚔ Scout Rush
52 1,762 8:49 21:24 — ⚔ Archer Rush
36 1,206 11:14 14:23 — ⛏ Fast Castle
35 1,173 8:49 — — ⚔ Scout Rush
33 1,097 8:23 24:54 — ⚔ Scout Rush
23 766 11:39 — — ⚔ Towers into Archers

Resources

Player Food Wood Gold Stone Spent Collected
12,765 7,697 3,625 300 24,387 26,635
8,910 8,150 1,940 600 19,600 20,561
10,570 3,869 4,200 130 18,769 18,838
5,325 5,993 3,660 0 14,978 16,108
7,710 4,883 1,625 115 14,333 14,514
5,050 4,621 3,005 40 12,716 15,060
5,095 3,405 150 170 8,820 11,116
2,350 2,029 405 255 5,039 4,924
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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