AoeStats
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Arabia

510417311Analyzed
4v4 RM · 2d ago on Sep 30, 2026· 26m 18s· 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
76 1,993 13:33 22:56 — ⚔ Drush into Archers
62 1,639 8:58 25:09 — ⚔ Scout Rush
60 1,582 9:32 22:47 — ⚔ Scout Rush
52 1,373 8:50 21:16 — ⚔ M@A into Archers
48 1,265 10:35 20:48 — ⚔ Archer Rush
32 836 9:13 23:44 — ⚔ Scout Rush
30 795 9:12 24:43 — ⛏ Fast Castle
29 761 12:09 — — ⚔ Tower Rush

Resources

Player Food Wood Gold Stone Spent Collected
7,175 5,303 2,935 0 15,413 15,714
6,970 4,347 1,450 200 12,967 12,866
5,475 4,777 2,370 200 12,822 13,448
4,925 4,298 2,000 100 11,323 12,562
5,745 4,255 1,100 30 11,130 11,887
5,985 3,663 610 0 10,258 10,927
5,145 4,527 385 100 10,157 11,726
5,130 2,607 775 315 8,827 9,105
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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