AoeStats
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Arabia

507572720Analyzed
4v4 RM · 13d ago on Sep 18, 2026· 27m 32s· 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
61 1,694 8:50 23:43 — ⚔ Scout Rush
57 1,562 9:46 25:33 — ⚔ Archer Rush
55 1,511 8:54 26:39 — ⚔ Scout Rush
50 1,390 9:20 26:53 — ⚔ Scout Rush
45 1,237 8:49 22:28 — ⚔ Archer Rush
37 1,021 8:45 24:48 — ⚔ Towers FC
35 955 8:26 24:53 — ⚔ Archer Rush
27 750 9:23 — — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
4,300 6,506 4,950 0 15,756 15,622
8,475 4,240 1,945 100 14,760 14,761
9,375 4,572 520 100 14,567 15,068
4,225 5,231 3,245 195 12,896 13,618
5,845 3,599 1,025 1,405 11,874 12,567
6,465 4,383 350 200 11,398 12,656
4,125 4,590 1,535 100 10,350 11,073
4,235 3,743 50 185 8,213 9,246
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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