AoeStats
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Arabia

510039073Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 42m 8s· 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
53 2,216 9:55 28:02 — ⚔ Archer Rush
38 1,610 9:28 24:31 — ⚔ Scout Rush
35 1,472 9:34 23:22 — ⚔ Scout Rush
23 990 10:02 22:13 — ⚔ Scout Rush
22 945 11:46 17:32 40:23 ⛏ Fast Castle
22 945 11:53 30:47 — ⚔ M@A Rush
20 844 10:07 29:30 — ⚔ Archer Rush
14 608 9:38 30:24 — ⚔ Towers FC

Resources

Player Food Wood Gold Stone Spent Collected
18,850 10,176 7,715 1,700 38,441 43,025
14,645 6,802 7,195 1,250 29,892 32,288
11,210 6,646 5,070 750 23,676 25,325
11,815 4,947 5,430 200 22,392 25,450
4,500 9,804 6,070 400 20,774 21,518
8,520 7,636 1,455 1,945 19,556 19,707
7,015 7,252 4,025 875 19,167 23,941
4,570 3,060 340 1,700 9,670 9,695
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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