AoeStats
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Arabia

505138846Analyzed
4v4 RM · 24d ago on Sep 8, 2026· 22m 43s· 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 1,351 10:07 — — ⚔ Archers into Skirms
52 1,174 9:22 — — ⚔ Scout Rush
51 1,153 9:47 15:10 — ⛏ Fast Castle
42 958 10:08 — — ⚔ Archer Rush
41 927 8:03 21:55 — ⚔ Scout Rush
41 932 8:57 — — ⚔ Scout Rush
28 634 7:41 — — ⚔ Scout Rush
28 635 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,080 3,086 1,600 100 9,866 9,542
5,535 3,329 770 100 9,734 10,588
4,220 3,460 1,380 0 9,060 9,777
5,335 3,225 50 0 8,610 9,229
3,325 3,744 1,175 0 8,244 9,402
4,910 2,581 350 0 7,841 8,821
2,450 1,225 50 300 4,025 4,690
1,970 800 50 0 2,820 2,616
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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