AoeStats
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Arabia

510009902Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 48m 43s· 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
51 2,479 8:48 22:06 37:23 ⚔ Scout Rush
36 1,773 9:07 21:59 — ⚔ Archer Rush
25 1,208 11:49 22:39 — ⚔ M@A Rush
24 1,155 11:05 29:00 47:46 ⛏ Fast Castle
21 1,040 10:55 22:22 39:38 ⚔ Scout Rush
17 828 10:44 23:12 40:09
16 775 13:58 38:07 — ⚔ Skirmisher Rush
15 750 12:36 28:40 41:44 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
29,130 13,588 15,995 3,700 62,413 71,142
10,310 14,292 6,215 2,450 33,267 36,217
16,740 9,983 5,650 750 33,123 35,563
13,780 10,388 5,195 1,625 30,988 32,403
12,355 8,482 5,675 1,510 28,022 34,046
12,060 8,660 3,900 1,225 25,845 28,240
10,635 8,263 4,475 1,890 25,263 25,513
5,875 5,870 755 250 12,750 12,556
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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