AoeStats
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Arabia

508447668Analyzed
4v4 RM · 10d ago on Sep 22, 2026· 33m 49s· 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
73 2,463 9:49 25:43 — ⚔ Archer Rush
67 2,251 9:46 22:22 — ⚔ Champi Rush
50 1,679 9:08 23:41 — ⚔ Scout Rush
45 1,533 10:11 31:43 — ⚔ Archer Rush
34 1,163 9:27 22:21 — ⚔ M@A into Archers
33 1,117 9:31 24:22 — ⚔ Scout Rush
32 1,091 10:21 — — ⚔ Archer Rush
28 931 9:26 26:15 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,725 6,350 4,985 220 29,280 29,092
8,150 8,438 5,415 225 22,228 23,498
7,135 8,953 4,485 400 20,973 22,299
9,205 5,598 3,145 200 18,148 18,882
9,320 5,068 3,070 200 17,658 18,614
5,535 5,924 3,145 440 15,044 15,492
5,775 3,812 350 250 10,187 12,356
3,025 3,085 775 125 7,010 6,969
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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