AoeStats
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Arabia

508806035Analyzed
4v4 RM · 7d ago on Sep 24, 2026· 24m 29s· 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
1889
+5
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Player eAPM Actions Feudal Castle Imperial Opening
124 3,032 8:22 22:08 — ⚔ Scout Rush
87 2,121 8:33 22:37 — ⚔ Scout Rush
76 1,865 7:59 21:45 — ⚔ Archer Rush
74 1,811 8:37 22:45 — ⚔ Scout Rush
65 1,602 9:26 — — ⚔ Archer Rush
61 1,494 9:22 21:10 — ⚔ Scout Rush
38 927 9:06 23:35 — ⚔ Archer Rush
36 886 9:23 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
5,575 4,801 2,745 0 13,121 12,945
4,700 4,499 2,300 0 11,499 12,204
6,255 3,517 1,100 225 11,097 11,716
6,645 3,928 400 0 10,973 11,382
6,060 3,711 1,000 200 10,971 12,327
3,710 4,099 2,680 0 10,489 11,850
6,100 3,379 800 0 10,279 11,719
2,950 2,952 1,045 375 7,322 8,447
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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