AoeStats
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Arabia

507712178Analyzed
4v4 RM · 12d ago on Sep 19, 2026· 52m 10s· 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
66 3,454 10:54 33:39 — ⚔ Archers into Skirms
43 2,220 9:43 23:15 — ⚔ Scout Rush
41 2,117 11:08 20:47 44:39 ⚔ Scout Rush
32 1,652 9:53 24:44 39:38 ⚔ Archer Rush
28 1,482 9:21 23:23 49:53 ⚔ Scout Rush
24 1,265 10:33 17:35 — ⚔ Archer Rush
24 1,272 9:45 22:57 40:03 ⚔ Archer Rush
16 821 9:51 21:29 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,385 13,982 19,295 1,500 57,162 61,955
15,075 19,438 13,610 2,250 50,373 59,459
19,960 14,743 10,825 950 46,478 49,818
26,805 6,673 5,670 110 39,258 42,610
14,560 10,209 4,660 1,050 30,479 33,078
13,770 12,286 1,585 1,085 28,726 28,995
11,285 9,277 5,725 100 26,387 26,730
6,460 6,286 6,015 950 19,711 21,377
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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