AoeStats
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Arabia

510226647Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 47m 4s· 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
58 2,749 9:07 20:58 37:06 ⚔ Archer Rush
36 1,684 8:55 21:43 37:31 ⚔ Scout Rush
30 1,418 11:12 22:11 41:35 ⚔ Scout Rush
20 948 10:16 17:49 35:26 ⛏ Fast Castle
17 811 12:14 17:07 43:50 ⛏ Fast Castle
16 761 11:28 17:11 34:56 ⛏ Fast Castle
15 700 11:17 15:58 32:56 ⚔ FC into Scouts
14 647 13:21 31:26 —

Resources

Player Food Wood Gold Stone Spent Collected
25,610 14,248 14,055 3,180 57,093 66,376
18,275 19,648 12,390 2,205 52,518 65,704
21,800 17,959 7,010 3,255 50,024 54,828
13,735 10,860 6,825 1,700 33,120 40,097
12,870 12,113 5,360 1,695 32,038 37,543
16,885 7,660 6,245 200 30,990 49,371
11,300 8,690 2,630 875 23,495 29,214
6,690 6,250 2,675 2,235 17,850 23,274
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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