AoeStats
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Arabia

510461821Analyzed
4v4 RM · 11h ago on Oct 1, 2026· 19m 39s· 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
64 1,257 8:30 — — ⚔ Archer Rush
56 1,107 8:52 — — ⚔ Scout Rush
51 1,003 8:32 — — ⚔ Archer Rush
51 1,012 8:36 — — ⚔ Scout Rush
50 983 8:56 — — ⚔ Archer Rush
47 920 8:47 — — ⚔ Scout Rush
40 790 9:43 — — ⚔ Archers into Skirms
26 519 9:30 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,530 2,765 250 0 7,545 7,925
4,195 2,784 300 0 7,279 8,257
2,705 3,038 1,360 125 7,228 7,808
4,160 2,474 150 35 6,819 7,354
2,510 2,853 1,405 0 6,768 6,953
2,800 2,450 1,090 0 6,340 7,381
2,285 2,821 910 250 6,266 7,208
3,170 2,430 240 125 5,965 6,368
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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