AoeStats
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Arabia

507411995Analyzed
4v4 RM · 13d ago on Sep 18, 2026· 33m 38s· 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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-7
Player eAPM Actions Feudal Castle Imperial Opening
152 5,104 8:56 24:23 — ⚔ Scout Rush
112 3,756 8:43 23:15 — ⚔ Archer Rush
78 2,627 9:14 21:32 — ⚔ Archer Rush
72 2,413 8:56 24:01 — ⚔ Archer Rush
72 2,420 9:17 21:29 — ⚔ Scout Rush
70 2,347 8:27 22:32 — ⚔ Scout Rush
64 2,161 8:49 22:59 — ⚔ Archer Rush
55 1,834 8:46 22:16 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,230 5,334 6,445 200 25,209 25,862
12,685 5,341 4,720 0 22,746 23,898
11,690 6,726 4,020 200 22,636 23,162
11,410 6,507 3,195 200 21,312 23,922
7,175 8,287 4,815 510 20,787 21,638
5,985 8,747 5,760 100 20,592 21,326
7,750 8,400 3,840 200 20,190 22,448
6,810 7,017 5,130 100 19,057 20,518
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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