AoeStats
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Arabia

508970643Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 33m 2s· 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 1,677 9:10 24:25 — ⚔ Scout Rush
38 1,258 8:52 20:27 — ⚔ Scout Rush
34 1,115 9:09 26:08 — ⚔ Scout Rush
33 1,087 10:59 15:22 — ⛏ Fast Castle
28 927 11:27 22:18 — ⚔ Scout Rush
27 893 12:52 24:00 — ⛏ Fast Castle
21 707 10:47 20:14 — ⛏ Fast Castle
20 654 11:01 24:36 —

Resources

Player Food Wood Gold Stone Spent Collected
13,600 5,955 6,320 300 26,175 27,232
11,400 6,356 4,925 105 22,786 24,407
7,050 4,467 2,245 850 14,612 15,865
5,945 6,008 865 1,145 13,963 17,726
6,515 4,443 1,945 435 13,338 13,982
5,035 5,956 1,935 100 13,026 14,579
6,225 4,124 1,770 650 12,769 14,108
5,330 3,957 340 225 9,852 11,645
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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