AoeStats
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Arabia

509381277Analyzed
4v4 RM · 6d ago on Sep 26, 2026· 32m 37s· 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
42 1,375 9:22 22:48 — ⚔ Scout Rush
31 1,016 11:15 26:29 — ⚔ Scout Rush
28 924 10:40 17:59 — ⚔ Scout Rush
27 895 8:37 21:29 — ⚔ Scout Rush
22 722 8:35 20:06 — ⚔ Scout Rush
21 684 10:45 24:45 — ⚔ M@A Rush
20 660 11:50 24:21 — ⚔ M@A Rush
20 660 10:30 16:39 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
10,355 4,515 3,825 200 18,895 21,339
6,910 6,936 3,795 200 17,841 19,362
8,760 4,425 2,300 200 15,685 16,421
7,550 4,546 2,060 100 14,256 15,753
6,615 3,942 1,800 100 12,457 13,863
5,575 3,453 1,220 115 10,363 12,172
5,560 3,080 625 650 9,915 9,993
4,625 3,973 400 125 9,123 11,397
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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