AoeStats
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Arabia

505478874Analyzed
4v4 RM · 23d ago on Sep 9, 2026· 29m 30s· 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
61 1,806 8:59 21:37 — ⚔ Scout Rush
56 1,651 10:04 26:17 — ⚔ Archer Rush
50 1,462 10:56 15:33 — ⛏ Fast Castle
49 1,434 10:42 23:16 — ⚔ Archer Rush
38 1,134 9:56 23:37 — ⚔ Scout Rush
31 915 10:55 23:37 — ⚔ Archer Rush
29 867 12:01 24:13 — ⚔ Scout Rush
23 686 10:22 27:30 — ⚔ M@A Rush

Resources

Player Food Wood Gold Stone Spent Collected
9,100 4,200 2,395 100 15,795 16,868
6,500 6,919 2,075 200 15,694 16,155
5,450 6,150 3,980 100 15,680 17,606
6,375 5,922 2,790 200 15,287 16,758
7,740 4,294 2,225 410 14,669 16,151
7,185 4,422 1,720 200 13,527 14,981
5,060 4,433 2,660 250 12,403 13,804
6,630 3,445 1,255 225 11,555 12,689
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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