AoeStats
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Arabia

507836577Analyzed
4v4 RM · 12d ago on Sep 19, 2026· 50m 29s· 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
49 2,461 9:23 14:27 38:39 ⛏ Fast Castle
48 2,401 9:46 21:35 34:31 ⚔ Archer Rush
47 2,396 9:48 25:43 40:11 ⚔ Archers into Skirms
39 1,970 12:46 18:11 33:27 ⛏ Fast Castle
34 1,700 9:09 21:20 37:34 ⚔ Scout Rush
32 1,637 11:18 24:37 49:55 ⚔ Scout Rush
30 1,532 9:51 21:51 42:24 ⚔ Archer Rush
28 1,428 11:30 19:55 43:23 ⚔ M@A FC

Resources

Player Food Wood Gold Stone Spent Collected
36,405 15,685 21,965 1,700 75,755 78,096
31,170 13,247 23,695 2,150 70,262 78,125
31,825 11,875 14,645 1,535 59,880 65,395
13,060 20,091 17,315 240 50,706 52,280
18,265 19,196 7,755 985 46,201 50,499
15,495 19,544 7,830 2,140 45,009 48,117
11,425 12,646 11,615 405 36,091 36,711
15,060 8,515 6,485 2,250 32,310 34,794
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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