AoeStats
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Arabia

504606592Analyzed
4v4 RM · 27d ago on Sep 5, 2026· 45m 56s· 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
84 3,869 9:35 22:16 40:51 ⚔ Archer Rush
62 2,845 8:49 25:00 38:14 ⚔ Scout Rush
54 2,483 8:50 23:14 43:52 ⚔ Scout Rush
48 2,194 9:23 23:06 — ⚔ Scout Rush
47 2,136 9:51 23:05 — ⚔ Archer Rush
44 2,034 9:04 26:01 — ⚔ Scout Rush
44 2,044 9:26 30:22 — ⚔ Archer Rush
39 1,777 9:10 24:33 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
26,960 14,075 11,840 1,050 53,925 55,807
25,095 11,713 12,640 805 50,253 56,764
23,080 11,641 8,525 3,085 46,331 49,580
12,925 15,188 12,075 2,365 42,553 47,670
9,050 13,537 14,365 105 37,057 39,844
11,400 12,633 9,425 875 34,333 37,334
11,400 10,952 3,675 545 26,572 28,810
13,615 6,751 5,575 475 26,416 27,420
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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