AoeStats
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Arabia

510234241Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 53m 10s· 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
55 2,905 8:27 21:51 37:14 ⚔ Scout Rush
50 2,633 11:05 15:07 38:13 ⛏ Fast Castle
41 2,163 11:13 17:24 34:58 ⛏ Fast Castle
34 1,801 9:29 21:18 37:40 ⚔ Archer Rush
32 1,687 10:08 25:48 — ⚔ Scout Rush
25 1,340 10:09 22:40 49:05 ⚔ Scout Rush
19 1,020 9:57 19:42 34:34
15 777 9:35 23:16 40:42 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
27,940 20,257 14,250 3,865 66,312 72,864
22,710 17,153 19,230 4,415 63,508 67,768
25,355 20,879 8,825 1,500 56,559 65,433
22,380 10,194 12,320 2,250 47,144 57,083
16,385 17,197 9,970 950 44,502 53,160
18,745 15,247 3,635 1,400 39,027 52,958
15,795 13,451 5,670 1,725 36,641 38,630
8,510 4,989 1,660 970 16,129 17,572
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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