AoeStats
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Arabia

510201201Analyzed
4v4 RM · 1d ago on Sep 29, 2026· 34m 23s· 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
35 1,190 11:01 20:55 — ⚔ Scouts into Archers
33 1,140 11:18 28:18 — ⚔ Scout Rush
31 1,082 15:50 — — ⚔ M@A into Scouts into Skirms
23 789 11:18 30:38 — ⚔ Scout Rush
20 705 10:37 27:14 — ⚔ Tower Rush
19 663 13:26 17:54 — ⛏ Fast Castle
18 602 10:35 17:19 — ⛏ Fast Castle
13 437 15:09 26:27 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
9,175 8,193 2,990 1,600 21,958 26,007
5,850 7,290 3,375 750 17,265 19,538
7,125 4,081 2,630 225 14,061 14,439
5,965 4,421 645 795 11,826 14,519
5,270 4,643 1,125 505 11,543 15,239
5,175 4,060 1,330 700 11,265 12,551
7,055 2,702 620 0 10,377 12,384
5,220 3,359 405 125 9,109 9,133
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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