AoeStats
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Arabia

510422567Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 29m 6s· 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
83 2,429 8:54 25:09 — ⚔ M@A into Archers
76 2,211 8:57 22:23 — ⚔ Scout Rush
64 1,861 8:31 21:38 — ⚔ Scout Rush
63 1,841 9:11 25:22 — ⚔ Scout Rush
56 1,641 9:45 25:28 — ⚔ Archer Rush
54 1,562 8:03 25:37 — ⚔ Scout Rush
49 1,439 9:24 23:27 — ⚔ Archer Rush
44 1,291 9:15 26:23 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,620 5,794 2,150 200 16,764 16,910
9,535 4,974 2,120 100 16,729 17,513
9,105 5,266 2,100 200 16,671 17,512
5,110 6,468 3,780 100 15,458 15,770
6,045 6,281 2,955 0 15,281 15,629
8,080 5,373 1,475 100 15,028 15,347
4,525 5,340 3,290 200 13,355 13,195
4,925 5,066 2,930 0 12,921 13,050
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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