AoeStats
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Arabia

508903791Analyzed
4v4 RM · 9d ago on Sep 24, 2026· 28m 21s· 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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1315
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Player eAPM Actions Feudal Castle Imperial Opening
78 2,225 9:09 23:53 — ⚔ Scouts into Skirms
51 1,453 9:43 26:03 — ⚔ Scout Rush
48 1,366 8:58 21:36 — ⚔ Scouts into Skirms
47 1,325 8:41 23:32 — ⚔ Scout Rush
47 1,336 9:31 22:57 — ⚔ M@A into Archers
41 1,159 9:21 27:00 — ⚔ Archer Rush
38 1,079 11:06 23:23 — ⚔ Archer Rush
29 818 8:50 22:13 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,525 4,067 2,075 0 14,667 16,020
8,250 4,289 1,900 200 14,639 15,126
7,530 5,400 775 300 14,005 15,059
6,525 5,285 530 130 12,470 13,457
4,320 4,252 2,685 0 11,257 13,064
4,830 4,042 1,595 0 10,467 11,469
4,525 4,121 1,390 0 10,036 11,914
4,590 3,004 350 70 8,014 9,402
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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