AoeStats
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Arabia

507981155Analyzed
4v4 RM · 11d ago on Sep 20, 2026· 45m 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
73 3,333 9:41 22:38 37:47 ⚔ Skirms into Archers
53 2,420 8:51 24:25 — ⚔ Scout Rush
50 2,259 8:53 21:08 35:51 ⚔ Scout Rush
50 2,277 8:56 22:45 — ⚔ Scout Rush
46 2,080 9:13 22:56 37:38 ⚔ Scout Rush
41 1,841 8:44 22:44 41:51 ⚔ Archer Rush
38 1,736 9:13 24:11 44:34 ⚔ Archer Rush
35 1,605 9:27 37:16 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,175 9,552 14,575 1,600 47,902 52,235
14,275 18,584 11,115 1,600 45,574 46,604
23,890 6,940 9,840 110 40,780 41,290
12,950 14,574 10,260 1,080 38,864 40,105
11,175 13,253 7,175 1,075 32,678 35,269
13,665 8,354 4,525 275 26,819 29,926
14,555 6,731 2,380 440 24,106 25,075
5,575 6,468 6,000 180 18,223 18,101
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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