AoeStats
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Arabia

507629538Analyzed
4v4 RM · 13d ago on Sep 19, 2026· 36m 55s· 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
79 2,924 8:54 22:06 — ⚔ Archer Rush
69 2,532 9:35 24:12 — ⚔ Scout Rush
64 2,374 8:45 22:42 — ⚔ Archer Rush
55 2,037 9:06 25:52 — ⚔ Scout Rush
51 1,890 9:52 22:51 — ⚔ Scout Rush
48 1,786 8:39 23:25 — ⚔ Archer Rush
47 1,741 8:32 22:16 — ⚔ Scout Rush
38 1,390 9:14 26:00 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
17,800 7,772 9,225 1,050 35,847 36,648
19,580 6,411 7,945 325 34,261 35,179
8,850 11,671 6,525 980 28,026 29,289
8,875 9,355 7,250 850 26,330 28,347
14,305 4,367 6,975 100 25,747 26,127
9,150 9,813 5,760 200 24,923 26,744
7,650 9,813 6,270 300 24,033 26,296
12,440 4,905 4,525 200 22,070 23,978
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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