AoeStats
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Arabia

510675442Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 49m 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
66 3,240 8:48 24:18 45:51 ⚔ Archer Rush
61 2,972 9:14 19:48 46:51 ⚔ Scout Rush
57 2,808 9:10 23:54 42:43 ⚔ Scout Rush
54 2,654 8:45 20:55 — ⚔ Scout Rush
53 2,596 9:05 25:47 42:46 ⚔ Archer Rush
53 2,589 8:11 27:28 — ⚔ Archer Rush
48 2,349 9:20 30:22 — ⚔ Archer Rush
46 2,252 8:49 23:10 40:32 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
25,180 16,260 13,185 4,140 58,765 68,066
24,470 12,353 13,645 3,050 53,518 57,236
10,315 28,469 9,330 2,220 50,334 52,828
22,235 13,717 11,360 2,020 49,332 54,700
14,435 20,932 11,130 2,250 48,747 54,180
12,005 12,798 8,465 1,350 34,618 36,816
7,525 9,580 6,320 1,585 25,010 30,071
7,485 8,694 5,355 425 21,959 22,538
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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