AoeStats
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Arabia

505990467Analyzed
4v4 RM · 19d ago on Sep 11, 2026· 36m 54s· 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
77 2,852 9:12 24:01 — ⚔ Scout Rush
73 2,685 8:29 29:28 — ⚔ Archer Rush
64 2,360 9:00 22:15 — ⚔ Scout Rush
56 2,065 9:58 26:59 — ⚔ Archer Rush
56 2,084 8:51 24:23 — ⚔ Archer Rush
43 1,582 8:45 26:18 — ⚔ Archer Rush
39 1,421 8:43 22:29 — ⚔ Scout Rush
23 861 8:26 27:52 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,035 13,274 10,035 200 33,544 34,021
15,175 7,642 8,350 260 31,427 32,485
16,445 7,735 5,460 200 29,840 30,606
12,695 6,841 5,195 200 24,931 27,565
8,180 8,988 3,140 105 20,413 23,419
6,425 6,728 4,925 0 18,078 19,408
6,950 5,833 3,020 235 16,038 17,997
9,205 3,874 1,925 0 15,004 16,061
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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