AoeStats
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Arabia

504142680Analyzed
4v4 RM · 1mo ago on Sep 4, 2026· 51m 9s· 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
37 1,883 10:05 22:25 38:30 ⚔ Scout Rush
35 1,779 9:32 24:48 37:44 ⚔ Scout Rush
35 1,767 10:46 20:57 46:39
25 1,288 9:09 23:50 43:44 ⚔ Scout Rush
24 1,244 11:07 15:08 46:20 ⛏ Fast Castle
23 1,168 10:57 25:24 — ⚔ Archer Rush
22 1,134 10:06 26:06 32:06 ⚔ Archers into Skirms into Fast Imp
11 556 9:46 26:22 44:58 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
28,340 12,504 10,285 900 52,029 63,445
22,260 10,537 16,395 2,350 51,542 56,680
20,665 9,829 9,000 2,250 41,744 46,317
18,635 9,028 12,495 950 41,108 46,581
10,675 16,875 6,680 2,985 37,215 40,288
11,245 10,575 7,600 1,700 31,120 37,013
11,585 7,617 1,535 2,050 22,787 23,534
6,150 8,599 6,375 100 21,224 22,340
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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