AoeStats
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Arabia

507974875Analyzed
4v4 RM · 12d ago on Sep 20, 2026· 35m 2s· 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
59 2,068 9:42 23:35 — ⚔ Archer Rush
50 1,747 9:42 23:05 — ⚔ Scout Rush
48 1,683 9:12 21:17 — ⚔ Scout Rush
41 1,422 9:13 23:30 — ⚔ Scout Rush
39 1,368 9:39 23:59 — ⚔ Archer Rush
39 1,358 9:02 24:20 — ⚔ Scout Rush
37 1,308 9:11 26:09 — ⚔ Archer Rush
35 1,232 11:20 29:30 — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
12,730 5,841 6,770 200 25,541 27,531
12,230 5,322 4,890 100 22,542 23,619
11,330 6,711 2,820 820 21,681 22,563
6,845 8,246 5,560 325 20,976 21,804
7,125 7,378 4,865 130 19,498 20,116
11,060 6,227 1,800 300 19,387 20,885
6,130 7,350 4,590 200 18,270 18,457
5,030 7,548 3,830 325 16,733 17,026
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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