AoeStats
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Arabia

509539062Analyzed
4v4 RM · 5d ago on Sep 27, 2026· 73m 9s· 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
36 2,630 10:39 26:26 40:57 ⚔ Towers into Archers
29 2,091 11:08 25:00 46:23 ⚔ Scout Rush
18 1,343 13:06 32:59 53:11
16 1,150 11:26 18:00 36:14 ⛏ Fast Castle
14 1,039 11:41 27:55 33:39 ⚔ Scouts into Fast Imp
13 946 10:48 24:48 38:31 ⛏ Fast Castle
13 983 13:30 27:19 54:25 ⚔ Skirmisher Rush
8 572 12:19 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
16,055 26,060 23,245 2,300 67,660 89,830
24,640 17,820 18,145 5,000 65,605 103,018
34,540 14,145 11,070 2,620 62,375 65,518
27,270 22,600 5,760 3,320 58,950 70,613
20,470 19,270 9,515 3,600 52,855 54,672
14,030 15,575 12,045 2,950 44,600 50,911
14,320 16,063 8,950 3,905 43,238 57,728
2,500 2,360 350 250 5,460 9,657
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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