AoeStats
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Arabia

507125322Analyzed
4v4 RM · 15d ago on Sep 16, 2026· 18m 31s· 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 1,239 9:48 — — ⚔ Scout Rush
63 1,164 9:16 — — ⚔ Scout Rush
52 966 9:21 — — ⚔ Scout Rush
51 950 9:07 — — ⚔ Archer Rush
43 793 9:43 — — ⚔ Archer Rush
33 617 10:21 — — ⚔ Archer Rush
30 551 9:38 — — ⚔ Scout Rush
24 448 10:14 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,250 3,184 50 0 7,484 8,006
4,190 2,862 50 0 7,102 7,218
2,500 2,906 1,400 0 6,806 7,807
2,480 2,919 1,090 0 6,489 7,203
3,815 2,496 50 125 6,486 7,038
3,770 2,558 50 0 6,378 6,751
3,085 1,817 150 0 5,052 6,014
2,230 2,181 500 125 5,036 5,176
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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