AoeStats
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Arabia

509803197Analyzed
4v4 RM · 3d ago on Sep 28, 2026· 38m 10s· 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
70 2,685 8:12 20:27 — ⚔ Scout Rush
57 2,165 10:24 24:03 — ⚔ Scout Rush
30 1,145 9:14 22:20 — ⚔ Archers into Skirms
28 1,065 10:19 21:35 35:33 ⚔ Archer Rush
26 1,011 12:13 16:45 32:43 ⛏ Fast Castle
26 990 11:21 26:15 — ⛏ Fast Castle
26 979 10:03 27:15 — ⚔ Archer Rush
16 624 10:56 15:21 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,475 7,574 5,010 300 29,359 30,894
13,750 8,757 5,180 300 27,987 33,429
9,140 11,613 5,435 1,530 27,718 28,740
9,760 9,186 7,300 750 26,996 28,505
12,035 7,412 3,965 1,365 24,777 26,008
10,875 5,320 5,950 1,035 23,180 25,204
6,120 7,571 4,510 775 18,976 22,040
7,265 4,814 1,145 3,200 16,424 18,056
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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