AoeStats
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Arabia

510155968Analyzed
4v4 RM · 1d ago on Sep 29, 2026· 35m 11s· 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
54 1,889 11:28 27:19 — ⚔ Archer Rush
53 1,851 9:09 22:12 — ⚔ Archer Rush
42 1,486 10:06 22:08 — ⚔ Archer Rush
24 862 9:11 21:59 — ⚔ Scout Rush
23 802 12:51 19:14 — ⛏ Fast Castle
21 734 10:52 16:47 — ⛏ Fast Castle
21 756 9:53 22:08 — ⚔ Scout Rush
17 613 10:45 15:15 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,325 8,701 3,965 200 22,191 24,052
6,935 8,973 4,095 850 20,853 26,908
11,350 4,589 3,200 200 19,339 24,305
9,940 4,978 3,850 330 19,098 21,296
6,075 6,205 2,010 1,625 15,915 17,151
6,375 5,081 1,020 1,250 13,726 15,048
6,000 4,897 1,970 300 13,167 13,888
5,500 4,350 1,300 315 11,465 13,861
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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