AoeStats
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Arabia

509019627Analyzed
4v4 RM · 6d ago on Sep 25, 2026· 56m 59s· 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
48 2,758 10:48 25:45 41:48 ⚔ Archer Rush
45 2,561 11:15 23:40 44:03 ⚔ Scouts into Skirms
36 2,059 10:35 23:27 42:32 ⚔ Scout Rush
32 1,821 10:00 20:52 39:30 ⛏ Fast Castle
20 1,114 11:10 16:12 33:42 ⛏ Fast Castle
19 1,080 10:12 23:28 — ⚔ M@A into Skirms
17 947 10:36 23:00 48:46 ⚔ Scouts into Archers
10 574 10:42 25:27 —

Resources

Player Food Wood Gold Stone Spent Collected
28,785 15,600 19,390 3,650 67,425 82,463
27,745 13,395 20,260 1,500 62,900 65,197
24,545 10,262 19,900 4,590 59,297 68,574
17,205 14,878 9,765 1,750 43,598 49,603
11,075 15,653 14,860 1,400 42,988 49,794
17,535 13,289 8,430 3,250 42,504 43,096
8,530 6,030 1,790 2,730 19,080 21,004
5,980 3,955 800 1,750 12,485 12,750
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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