AoeStats
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Arabia

513071177Analyzed
4v4 RM · 7d ago on Oct 12, 2026· 38m 5s· 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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vs
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Player eAPM Actions Feudal Castle Imperial Opening
70 2,663 8:59 25:03 — ⚔ Scout Rush
65 2,460 9:07 26:05 — ⚔ Scout Rush
60 2,287 10:07 22:12 — ⚔ M@A into Archers
45 1,733 14:05 35:50 — ⚔ Drush into Skirms
44 1,695 10:03 23:06 — ⚔ M@A FC
43 1,624 8:59 26:42 — ⚔ Archer Rush
42 1,602 8:51 23:24 — ⚔ Scout Rush
39 1,467 9:38 29:54 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
9,250 9,426 5,635 950 25,261 29,610
12,275 7,226 4,745 400 24,646 27,531
11,535 9,052 2,135 950 23,672 26,585
11,385 5,463 2,650 100 19,598 21,892
6,480 8,018 3,945 105 18,548 19,214
5,770 5,477 2,930 300 14,477 16,380
7,380 4,441 775 1,400 13,996 14,383
5,150 4,554 650 635 10,989 11,307
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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