AoeStats
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Arabia

510134082Analyzed
4v4 RM · 3d ago on Sep 29, 2026· 34m 3s· 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
81 2,775 9:14 22:02 — ⚔ Archers into Skirms
42 1,442 8:51 23:23 — ⚔ Scout Rush
34 1,170 9:33 22:45 — ⚔ Towers into Skirms
33 1,122 9:45 25:46 — ⚔ Archer Rush
32 1,083 11:11 14:44 — ⛏ Fast Castle
31 1,047 9:49 21:30 — ⚔ Archer Rush
19 652 11:40 18:06 — ⛏ Fast Castle
4 125 — — —

Resources

Player Food Wood Gold Stone Spent Collected
13,680 7,664 4,615 850 26,809 28,948
8,300 8,625 5,970 700 23,595 24,187
10,720 5,009 4,670 750 21,149 23,675
9,460 5,463 3,360 1,065 19,348 20,744
7,870 4,592 2,990 750 16,202 19,993
5,200 5,753 2,065 40 13,058 13,899
7,230 3,452 1,025 0 11,707 11,980
100 0 0 0 100 229
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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