AoeStats
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Arabia

510186618Analyzed
4v4 RM · 18h ago on Sep 29, 2026· 27m 22s· 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
69 1,877 9:10 23:56 — ⚔ Archer Rush
44 1,216 9:56 23:19 — ⚔ Archer Rush
42 1,139 9:25 — — ⚔ Scout Rush
41 1,123 10:38 — — ⚔ Skirmisher Rush
36 978 10:15 — — ⚔ Skirms into Archers
33 898 10:29 — — ⚔ Scout Rush
29 790 13:07 17:29 — ⛏ Fast Castle
25 674 9:58 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,160 5,199 3,155 100 14,614 15,659
7,940 4,680 50 180 12,850 12,933
4,925 4,786 2,405 100 12,216 13,492
7,605 4,208 350 0 12,163 13,670
5,325 2,250 1,690 910 10,175 11,154
4,375 3,968 145 0 8,488 8,896
4,595 3,155 250 0 8,000 12,782
2,850 3,077 655 125 6,707 7,555
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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