AoeStats
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Arabia

505475406Analyzed
4v4 RM · 24d ago on Sep 9, 2026· 26m 17s· 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
69 1,815 9:33 22:51 — ⚔ Archer Rush
55 1,448 8:35 21:11 — ⚔ Scout Rush
54 1,415 9:38 23:44 — ⚔ Archer Rush
47 1,232 9:23 — — ⚔ Scout Rush
45 1,178 10:17 26:12 — ⚔ Archer Rush
43 1,135 9:21 23:16 — ⚔ Scout Rush
36 938 9:36 22:48 — ⚔ Archer Rush
32 839 9:59 23:17 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
8,660 4,600 1,825 200 15,285 16,078
5,475 4,629 3,245 280 13,629 14,027
6,975 4,291 1,670 100 13,036 14,653
4,725 5,156 2,855 0 12,736 14,725
6,200 4,293 1,225 200 11,918 12,369
5,335 4,148 1,625 200 11,308 13,430
4,280 3,941 1,890 100 10,211 11,254
4,970 3,362 150 0 8,482 9,489
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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