AoeStats
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Arabia

507882369Analyzed
4v4 RM · 13d ago on Sep 20, 2026· 30m 21s· 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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1340
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1318
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Player eAPM Actions Feudal Castle Imperial Opening
51 1,543 8:56 — — ⚔ Scout Rush
47 1,414 9:01 22:56 — ⚔ Scout Rush
42 1,276 11:05 24:37 — ⚔ Scout Rush
42 1,290 9:38 23:09 — ⚔ Scout Rush
38 1,168 12:50 25:09 — ⚔ M@A into Archers
37 1,126 8:59 22:08 — ⚔ Archer Rush
25 746 9:53 — — ⚔ Archer Rush
25 773 12:24 19:57 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
7,390 5,871 2,840 300 16,401 17,978
9,875 5,014 350 125 15,364 16,331
5,525 5,060 3,920 0 14,505 15,669
7,960 3,883 2,050 110 14,003 15,730
6,770 4,898 250 1,690 13,608 13,991
7,825 2,969 2,125 100 13,019 13,260
6,135 4,234 1,675 315 12,359 12,656
2,220 1,831 815 0 4,866 5,392
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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