AoeStats
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Arabia

510465029Analyzed
4v4 RM · 12h ago on Oct 1, 2026· 16m 22s· 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
92 1,502 8:31 — — ⚔ Archer Rush
62 1,010 8:44 — — ⚔ Scout Rush
58 942 8:30 — — ⚔ Scout Rush
56 921 9:24 — — ⚔ Scout Rush
47 769 8:30 — — ⚔ Archer Rush
40 655 9:14 — — ⚔ Archer Rush
32 530 9:23 — — ⚔ Scout Rush
31 508 9:18 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,615 2,635 50 0 8,300 8,383
4,575 2,414 0 0 6,989 7,094
2,150 2,635 1,360 0 6,145 6,176
2,250 2,319 1,090 0 5,659 5,534
2,955 2,270 150 0 5,375 5,917
3,215 2,075 50 0 5,340 5,308
1,900 1,706 1,090 0 4,696 4,977
1,900 1,587 455 125 4,067 4,057
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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