AoeStats
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Arabia

512539074Analyzed
4v4 RM · 10d ago on Oct 10, 2026· 27m 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
68 1,844 8:49 22:09 — ⚔ Archer Rush
67 1,835 8:50 24:38 — ⚔ Scout Rush
66 1,810 9:02 23:26 — ⚔ Scout Rush
66 1,791 8:36 25:19 — ⚔ Archer Rush
64 1,752 8:52 23:09 — ⚔ Scout Rush
57 1,544 9:20 — — ⚔ Skirmisher Rush
56 1,532 10:47 25:51 — ⚔ Archer Rush
52 1,425 9:00 21:50 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,775 5,369 3,390 200 14,734 15,754
8,740 4,105 1,420 200 14,465 14,555
5,200 6,090 2,515 145 13,950 14,953
8,235 4,801 790 100 13,926 14,242
7,235 3,915 1,525 200 12,875 13,971
3,975 4,510 2,380 125 10,990 10,993
3,875 4,043 1,895 125 9,938 10,667
4,545 3,897 50 1,250 9,742 10,073
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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