AoeStats
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Arabia

510655248Analyzed
4v4 RM · 1d ago on Oct 2, 2026· 17m 58s· 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
70 1,254 9:22 — — ⚔ Scout Rush
66 1,185 8:49 — — ⚔ Scout Rush
59 1,056 9:29 — — ⚔ Archers into Skirms
52 933 9:03 — — ⚔ Archer Rush
47 850 9:22 — — ⚔ Scout Rush
46 832 9:23 — — ⚔ Archer Rush
34 617 9:07 — — ⚔ Archer Rush
31 550 9:25 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
2,950 3,386 1,260 0 7,596 7,630
5,030 2,234 150 0 7,414 7,717
3,915 2,345 50 125 6,435 6,367
2,385 2,763 1,090 0 6,238 6,403
2,850 2,361 865 0 6,076 6,562
3,620 2,400 50 0 6,070 6,674
3,370 2,305 150 0 5,825 6,312
2,510 2,096 635 125 5,366 5,205
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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