AoeStats
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Arabia

510901221Analyzed
4v4 RM · 15h ago on Oct 3, 2026· 45m 38s· 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
52 2,353 9:15 24:13 37:45 ⚔ Archer Rush
49 2,254 9:34 21:37 42:42 ⚔ Scout Rush
44 1,987 8:41 24:14 40:02 ⚔ Archer Rush
41 1,890 10:34 24:02 36:00 ⚔ Scout Rush
34 1,536 9:35 26:19 — ⚔ Scout Rush
30 1,358 10:40 16:00 33:55 ⛏ Fast Castle
25 1,134 10:43 25:36 — ⚔ Archers into Skirms
13 585 12:59 33:24 —

Resources

Player Food Wood Gold Stone Spent Collected
20,005 13,369 10,055 1,700 45,129 48,257
22,115 9,646 7,645 1,500 40,906 47,239
15,910 9,007 8,600 400 33,917 37,974
12,580 11,428 8,380 850 33,238 37,295
9,905 11,651 8,585 1,010 31,151 37,269
7,240 8,733 1,470 1,545 18,988 21,987
8,580 4,821 550 100 14,051 15,864
7,420 3,151 1,575 750 12,896 14,887
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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