AoeStats
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Arabia

509392431Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 43m 1s· 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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1561
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1350
-8
Player eAPM Actions Feudal Castle Imperial Opening
71 3,071 9:12 23:41 — ⚔ Archer Rush
59 2,529 9:26 24:49 — ⚔ Scout Rush
53 2,277 9:07 28:59 — ⚔ Scout Rush
50 2,135 8:56 22:58 — ⚔ Scout Rush
49 2,122 9:14 22:30 41:41 ⚔ Archer Rush
46 2,000 9:26 23:27 40:26 ⚔ Archer Rush
40 1,718 9:05 25:47 — ⚔ Scout Rush
35 1,499 10:40 24:41 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,595 9,205 12,395 950 45,145 48,086
23,480 8,961 11,155 300 43,896 44,204
13,670 15,152 11,490 1,050 41,362 43,397
21,045 8,070 8,075 850 38,040 42,171
9,625 13,773 12,915 975 37,288 39,637
18,425 9,298 4,745 980 33,448 36,297
6,650 9,478 7,845 1,500 25,473 27,236
6,875 8,059 5,415 990 21,339 24,437
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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