AoeStats
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Arabia

510456112Analyzed
4v4 RM · 19h ago on Oct 1, 2026· 52m 38s· 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
32 1,670 10:23 24:50 30:20 ⚔ Scout Rush
30 1,579 11:08 29:56 — ⚔ Scouts into Skirms
27 1,433 10:33 26:36 41:01 ⚔ Archer Rush
25 1,309 13:47 21:26 48:40 ⚔ Archer Rush
20 1,072 11:46 25:38 42:57 ⚔ M@A into Scouts
16 855 11:03 18:04 36:11 ⛏ Fast Castle
15 790 11:31 28:46 — ⚔ Skirmisher Rush
10 544 12:30 25:54 40:36

Resources

Player Food Wood Gold Stone Spent Collected
20,035 14,400 7,970 1,250 43,655 49,039
22,555 10,572 7,895 1,650 42,672 52,074
17,260 8,350 8,415 1,500 35,525 40,751
14,920 9,063 9,375 1,765 35,123 42,076
11,855 11,495 9,005 2,050 34,405 51,640
14,460 11,617 4,550 3,020 33,647 36,601
5,740 6,552 810 225 13,327 14,200
3,985 5,873 2,115 750 12,723 13,518
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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