AoeStats
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Arabia

508958911Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 28m 9s· 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
67 1,900 9:21 25:19 — ⚔ Archer Rush
55 1,550 9:43 27:24 — ⚔ Archer Rush
54 1,514 9:06 21:28 — ⚔ M@A into Archers
49 1,389 9:32 21:10 — ⚔ Scout Rush
48 1,361 8:32 24:23 — ⚔ Scout Rush
36 1,001 9:37 23:23 — ⚔ Scout Rush
29 815 10:18 25:19 — ⚔ Scout Rush
26 732 10:16 24:10 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,245 4,275 5,345 830 21,695 22,208
8,430 4,217 1,675 225 14,547 14,917
7,545 4,207 2,375 200 14,327 15,839
4,400 5,824 3,825 100 14,149 15,133
5,450 5,508 3,040 100 14,098 14,313
4,850 5,126 2,805 60 12,841 13,717
7,140 3,515 1,120 0 11,775 13,648
4,825 4,082 2,325 145 11,377 14,779
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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