AoeStats
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Arabia

508086518Analyzed
4v4 RM · 11d ago on Sep 20, 2026· 51m 4s· 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
64 3,267 8:44 25:02 43:44 ⚔ Scout Rush
49 2,480 8:50 23:06 38:08 ⚔ Scout Rush
47 2,412 9:27 33:20 — ⚔ Scout Rush
45 2,280 9:29 24:31 43:34 ⚔ Archer Rush
41 2,070 8:55 20:27 37:21 ⚔ Scout Rush
36 1,851 9:01 35:32 —
31 1,573 39:33 45:25 — ⛏ Fast Castle
24 1,231 9:41 27:33 — ⚔ Champis into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
34,875 12,989 12,590 2,250 62,704 63,809
26,255 15,518 17,940 2,175 61,888 63,086
21,830 10,520 15,250 1,050 48,650 56,717
10,125 15,996 11,525 850 38,496 43,292
15,800 5,814 2,390 200 24,204 25,541
8,515 6,390 2,195 1,175 18,275 19,633
4,750 3,549 435 1,700 10,434 12,897
4,095 3,827 1,200 100 9,222 9,306
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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