AoeStats
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Arabia

510016857Analyzed
4v4 RM · 2d ago on Sep 29, 2026· 37m 54s· 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
61 2,310 9:49 23:05 — ⚔ Archer Rush
51 1,930 9:16 24:03 — ⚔ Archer Rush
46 1,753 10:00 21:54 — ⚔ Scout Rush
44 1,683 9:25 25:32 — ⚔ Archers into Skirms
31 1,167 9:57 25:10 — ⚔ Archer Rush
27 1,005 10:25 18:41 — ⛏ Fast Castle
26 996 12:49 17:39 — ⛏ Fast Castle
26 987 11:19 17:28 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
17,300 8,483 9,045 1,285 36,113 38,024
12,875 5,989 4,845 2,230 25,939 27,014
11,170 7,511 5,880 940 25,501 27,765
8,175 10,113 3,830 1,325 23,443 25,145
6,400 7,321 5,820 200 19,741 21,570
6,220 7,737 4,875 100 18,932 24,834
5,880 7,080 4,830 0 17,790 19,398
7,115 4,766 2,210 2,175 16,266 17,182
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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