AoeStats
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Arabia

505360940Analyzed
4v4 RM · 23d ago on Sep 9, 2026· 51m 15s· 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
61 3,115 9:23 24:14 42:09 ⚔ Archer Rush
43 2,228 10:28 22:56 46:56 ⚔ Scout Rush
41 2,097 9:58 28:46 44:58 ⚔ Archer Rush
40 2,069 11:15 15:21 44:56 ⛏ Fast Castle
35 1,788 9:09 21:20 40:33 ⚔ Scout Rush
33 1,713 8:47 22:50 — ⚔ Scout Rush
33 1,688 15:46 25:27 — ⛏ Fast Castle
26 1,356 11:00 24:34 — ⚔ Skirms into Archers

Resources

Player Food Wood Gold Stone Spent Collected
26,740 11,102 18,030 1,700 57,572 65,874
29,040 13,751 9,435 3,455 55,681 58,302
18,930 20,143 2,735 200 42,008 45,339
15,060 16,412 8,445 980 40,897 44,935
14,240 14,222 11,310 1,050 40,822 49,893
16,910 10,003 8,105 2,395 37,413 39,809
17,865 7,368 7,835 850 33,918 37,299
5,835 7,077 3,705 100 16,717 18,278
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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