AoeStats
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Arabia

510214171Analyzed
4v4 RM · 3d ago on Sep 30, 2026· 47m 59s· 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
40 1,934 10:06 20:28 — ⚔ Scout Rush
35 1,695 11:25 16:10 38:16 ⛏ Fast Castle
29 1,395 10:35 21:50 — ⚔ Archer Rush
29 1,380 10:38 14:23 34:38 ⛏ Fast Castle
23 1,116 10:35 17:00 —
23 1,084 10:53 23:01 45:31 ⚔ M@A Rush
19 908 10:32 22:22 42:25 ⚔ Scout Rush
19 893 12:43 25:13 43:03

Resources

Player Food Wood Gold Stone Spent Collected
26,030 16,707 11,960 2,530 57,227 63,252
19,405 8,818 11,225 1,600 41,048 47,281
18,360 11,666 5,855 2,350 38,231 42,037
18,290 8,570 8,445 2,180 37,485 47,051
19,590 8,443 5,090 1,500 34,623 38,897
14,360 8,074 6,220 880 29,534 38,708
8,140 8,203 2,980 2,430 21,753 23,526
5,415 8,944 4,515 245 19,119 22,278
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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