AoeStats
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Arabia

508238272Analyzed
4v4 RM · 10d ago on Sep 21, 2026· 33m 20s· 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
66 2,185 9:18 24:35 — ⚔ Archer Rush
52 1,735 10:04 20:12 — ⚔ Scout Rush
52 1,724 9:01 25:27 — ⚔ Scout Rush
50 1,659 9:52 — — ⚔ Archer Rush
49 1,650 11:11 31:33 — ⚔ Scout Rush
48 1,608 8:39 21:16 — ⚔ Scout Rush
47 1,579 10:04 26:58 — ⚔ Archer Rush
37 1,243 11:14 27:11 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,865 6,178 7,370 850 28,263 30,082
13,220 6,052 670 300 20,242 20,998
6,450 8,517 4,605 200 19,772 21,959
6,655 8,005 3,865 100 18,625 20,216
9,505 6,130 2,695 200 18,530 19,852
6,365 6,731 2,270 480 15,846 17,207
5,630 4,665 2,865 250 13,410 13,324
6,540 4,046 350 280 11,216 13,287
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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