AoeStats
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Arabia

510472080Analyzed
4v4 RM · 15h ago on Oct 1, 2026· 35m 5s· 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 2,393 9:18 23:31 33:32 ⚔ Archer Rush
55 1,937 9:17 24:46 — ⚔ Scout Rush
54 1,891 9:41 24:18 — ⚔ Scout Rush
54 1,900 9:12 26:33 — ⚔ Scout Rush
46 1,625 9:25 27:56 — ⚔ Archer Rush
45 1,583 9:15 30:07 — ⚔ Scout Rush
43 1,523 9:20 23:31 — ⚔ Scout Rush
37 1,306 9:26 25:58 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,495 7,648 6,170 200 32,513 33,960
13,270 8,467 4,700 200 26,637 28,747
9,335 8,693 6,215 200 24,443 24,495
12,205 5,114 5,450 225 22,994 23,694
6,925 8,591 6,990 100 22,606 23,234
5,985 7,016 4,545 200 17,746 20,803
7,560 6,298 1,670 600 16,128 17,092
7,450 4,291 500 125 12,366 12,624
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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