AoeStats
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Arabia

509974355Analyzed
4v4 RM · 4d ago on Sep 28, 2026· 33m 47s· 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
1369
+10
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Player eAPM Actions Feudal Castle Imperial Opening
57 1,913 9:40 29:52 — ⚔ Scout Rush
45 1,528 8:14 28:18 — ⚔ Archer Rush
41 1,392 9:41 25:31 — ⚔ Archer Rush
41 1,384 9:10 19:59 — ⚔ Scout Rush
40 1,368 10:15 32:12 — ⚔ M@A into Skirms
34 1,133 9:08 25:46 — ⚔ Scout Rush
34 1,142 9:17 — — ⚔ Scout Rush
14 481 10:59 25:51 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,465 7,675 3,195 1,600 23,935 27,140
11,600 5,665 2,795 100 20,160 21,047
9,510 7,129 860 330 17,829 19,986
10,565 4,364 2,120 100 17,149 18,346
6,525 5,897 3,100 685 16,207 18,517
5,420 6,437 3,485 225 15,567 16,638
6,415 4,913 840 340 12,508 14,355
3,800 2,512 50 145 6,507 6,530
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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