AoeStats
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Arabia

506258353Analyzed
4v4 RM · 19d ago on Sep 12, 2026· 39m 29s· 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
62 2,436 9:04 23:20 — ⚔ Archer Rush
53 2,091 9:46 25:14 — ⚔ Drush into Archers
45 1,794 9:19 22:24 — ⚔ Scout Rush
38 1,503 8:49 23:47 — ⚔ Scout Rush
34 1,360 11:24 15:36 — ⛏ Fast Castle
33 1,318 9:17 26:38 — ⚔ Skirms into Archers
33 1,293 10:18 — — ⚔ M@A into Towers into Archers
28 1,087 10:22 18:30 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
12,980 8,742 6,535 335 28,592 33,409
14,095 6,576 6,595 1,050 28,316 29,088
10,050 10,091 5,905 1,500 27,546 28,782
12,575 6,831 7,900 200 27,506 29,903
12,830 5,918 6,100 850 25,698 26,978
6,065 8,483 5,510 225 20,283 22,072
7,225 7,723 3,640 1,235 19,823 20,807
4,935 6,211 2,180 1,695 15,021 15,830
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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