AoeStats
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Arabia

506242228Analyzed
4v4 RM · 21d ago on Sep 12, 2026· 35m 2s· 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
35 1,231 9:30 29:36 — ⚔ M@A into Archers
35 1,243 10:13 28:03 — ⚔ Archers into Skirms
32 1,127 9:47 24:57 — ⚔ Scout Rush
29 1,030 10:00 21:50 — ⚔ Archer Rush
28 975 11:21 17:50 —
21 719 10:31 15:09 — ⛏ Fast Castle
20 689 11:03 20:31 — ⛏ Fast Castle
19 665 10:49 23:40 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
11,200 5,074 4,265 200 20,739 21,320
6,745 7,590 4,900 125 19,360 20,580
5,885 7,625 4,105 0 17,615 19,020
7,275 6,726 1,690 940 16,631 18,012
7,855 5,870 2,165 330 16,220 18,107
6,230 6,222 3,520 0 15,972 17,990
8,205 4,221 1,410 1,610 15,446 18,303
7,715 4,155 2,620 100 14,590 21,126
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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