AoeStats
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Arabia

505762427Analyzed
4v4 RM · 20d ago on Sep 10, 2026· 28m 36s· 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 1,882 8:18 24:39 — ⚔ Scout Rush
57 1,636 10:31 — — ⚔ Scout Rush
51 1,452 8:33 27:32 — ⚔ Scout Rush
51 1,471 9:28 27:19 — ⚔ Archer Rush
44 1,268 8:47 — — ⚔ Scout Rush
38 1,083 8:59 24:21 — ⚔ Archer Rush
37 1,068 9:22 24:32 — ⚔ Archer Rush
35 1,006 9:46 27:36 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,800 5,972 4,880 100 15,752 15,673
5,605 5,727 3,680 0 15,012 16,713
9,835 4,595 350 0 14,780 16,605
5,650 5,933 2,835 325 14,743 15,414
8,710 4,399 850 0 13,959 16,394
4,560 5,701 3,470 125 13,856 14,156
8,175 4,644 550 200 13,569 14,583
7,880 3,834 150 125 11,989 12,432
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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