AoeStats
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Arabia

510878228Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 49m 25s· 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
44 2,163 9:28 21:14 42:10 ⚔ Archer Rush
36 1,756 10:36 18:42 39:14 ⚔ Scouts FC
32 1,599 11:23 21:04 30:42 ⚔ Scout Rush
27 1,332 9:09 18:39 30:59 ⛏ Fast Castle
25 1,260 9:32 18:08 46:42 ⛏ Fast Castle
17 853 13:53 22:21 40:14 ⚔ Drush FC
17 859 9:08 18:38 33:07 ⛏ Fast Castle
15 717 13:44 19:26 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
24,540 7,436 22,345 750 55,071 56,839
22,275 11,068 15,095 2,350 50,788 60,807
20,315 17,274 8,580 1,635 47,804 53,636
21,685 15,792 7,050 2,130 46,657 47,577
24,225 10,867 9,990 1,150 46,232 48,254
18,055 11,435 8,685 2,150 40,325 45,818
12,120 15,214 10,180 400 37,914 44,341
5,230 4,610 1,855 1,750 13,445 14,599
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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