AoeStats
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Arabia

509866860Analyzed
4v4 RM · 3d ago on Sep 28, 2026· 67m 24s· 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
45 3,003 10:13 23:09 30:32
44 2,947 10:19 20:37 46:18 ⚔ Archer Rush
44 2,941 10:35 23:04 38:37 ⚔ Scout Rush
37 2,473 11:23 20:08 36:08 ⚔ Scout Rush
36 2,440 9:23 20:25 36:10 ⚔ Archer Rush
33 2,257 10:42 15:33 31:42 ⛏ Fast Castle
33 2,205 8:10 21:14 36:01 ⚔ Scout Rush
28 1,873 11:26 24:10 61:08 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
61,735 16,462 13,020 2,370 93,587 102,520
35,540 25,818 17,290 3,750 82,398 104,467
34,650 14,913 23,045 1,315 73,923 82,771
19,360 26,945 16,395 5,320 68,020 84,124
25,040 25,453 14,550 2,250 67,293 71,119
28,875 24,159 9,970 3,640 66,644 77,642
14,410 16,547 9,345 1,760 42,062 45,941
18,225 15,070 4,835 2,835 40,965 43,966
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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