AoeStats
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Arabia

510222719Analyzed
4v4 RM · 24h ago on Sep 30, 2026· 49m 33s· 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
40 1,997 9:03 22:44 35:36 ⚔ Scout Rush
39 1,918 10:09 24:11 33:38 ⚔ Archer Rush
35 1,729 10:08 24:26 38:46 ⚔ Archer Rush
23 1,148 10:13 29:17 — ⚔ M@A into Towers
22 1,106 12:30 17:22 30:13 ⛏ Fast Castle
16 773 13:42 18:03 — ⛏ Fast Castle
14 677 10:19 18:29 47:30 ⚔ Scout Rush
9 461 10:37 — — ⚔ M@A into Towers

Resources

Player Food Wood Gold Stone Spent Collected
20,045 20,911 5,370 1,625 47,951 60,328
18,790 9,058 9,150 2,925 39,923 46,813
11,515 12,572 9,600 750 34,437 38,037
8,925 12,658 9,935 950 32,468 36,376
13,735 7,303 7,145 950 29,133 31,318
5,755 3,999 1,475 915 12,144 15,796
4,970 3,675 400 750 9,795 12,764
3,175 1,746 390 500 5,811 6,881
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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