AoeStats
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Arabia

507890259Analyzed
4v4 RM · 10d ago on Sep 20, 2026· 32m 36s· 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
67 2,195 10:25 28:56 — ⚔ Scout Rush
56 1,816 9:08 28:42 — ⚔ Scout Rush
51 1,663 8:41 28:09 — ⚔ Archer Rush
49 1,590 9:31 26:31 — ⚔ Archers into Skirms
48 1,562 9:56 26:33 — ⚔ Scout Rush
41 1,350 9:45 24:36 — ⚔ Archer Rush
41 1,331 11:58 27:25 — ⚔ Skirms into Archers
27 866 10:56 27:41 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
14,165 4,736 970 100 19,971 20,493
11,125 4,557 2,700 0 18,382 20,086
5,650 6,656 3,440 225 15,971 17,145
9,535 3,716 1,525 100 14,876 16,066
9,430 3,570 1,075 0 14,075 15,803
4,350 4,568 4,270 0 13,188 13,895
3,900 4,993 3,595 125 12,613 14,017
4,715 5,820 1,785 225 12,545 12,339
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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