AoeStats
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Arabia

510005016Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 40m 43s· 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 2,783 8:48 22:36 — ⚔ Scout Rush
57 2,321 8:53 22:12 — ⚔ Archer Rush
56 2,298 8:35 23:09 38:08 ⚔ Archer Rush
56 2,266 9:14 21:49 — ⚔ Scout Rush
52 2,121 8:51 23:27 — ⚔ Scout Rush
51 2,072 9:00 22:51 — ⚔ Scout Rush
35 1,421 10:59 34:00 — ⚔ Archer Rush
19 769 26:31 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
20,360 7,394 12,115 225 40,094 42,491
18,210 7,575 12,345 205 38,335 40,549
10,175 12,339 9,260 200 31,974 34,367
15,140 6,676 7,670 200 29,686 32,802
16,060 7,184 6,025 200 29,469 31,340
7,875 12,022 8,640 230 28,767 29,670
5,650 6,302 2,750 845 15,547 15,802
4,550 2,355 50 625 7,580 11,575
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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