AoeStats
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Arabia

510209565Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 55m 42s· 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
39 2,172 11:00 26:01 44:09 ⚔ Scout Rush
38 2,136 10:40 21:17 42:06 ⚔ Archer Rush
31 1,753 11:50 20:14 43:37 ⛏ Fast Castle
19 1,062 14:13 21:00 37:54 ⛏ Fast Castle
17 964 9:38 23:51 39:45 ⛏ Fast Castle
16 919 12:37 19:12 35:56 ⛏ Fast Castle
16 913 10:28 28:06 43:40 ⛏ Fast Castle
14 773 12:55 26:14 38:51 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
32,700 25,625 22,015 7,075 87,415 108,315
24,205 16,879 13,555 1,600 56,239 63,807
25,010 15,657 11,395 2,895 54,957 59,290
22,410 14,925 11,230 3,050 51,615 64,958
22,555 7,594 9,270 3,255 42,674 49,227
17,130 8,820 11,300 1,890 39,140 45,620
13,875 12,232 5,380 1,720 33,207 36,689
12,395 6,105 5,835 1,300 25,635 28,122
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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