AoeStats
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Arabia

505908949Analyzed
4v4 RM · 21d ago on Sep 11, 2026· 33m 8s· 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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1309
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1279
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1156
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Player eAPM Actions Feudal Castle Imperial Opening
67 2,216 9:26 23:53 — ⚔ Scout Rush
59 1,961 9:17 24:32 — ⚔ Scout Rush
54 1,786 9:41 22:14 — ⚔ Scout Rush
49 1,636 9:13 24:33 — ⚔ Archer Rush
42 1,381 10:54 22:08 — ⚔ Skirmisher Rush
42 1,380 9:46 23:18 — ⚔ Archer Rush
35 1,150 9:24 23:43 — ⚔ Archer Rush
23 754 10:48 22:17 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
15,425 5,540 8,570 205 29,740 31,330
13,255 5,802 4,145 100 23,302 24,968
11,590 5,395 4,945 100 22,030 23,196
10,955 5,231 4,895 200 21,281 21,789
5,260 6,158 4,110 125 15,653 17,383
6,580 7,000 1,030 325 14,935 15,928
4,570 5,939 4,245 100 14,854 15,943
5,240 5,305 3,830 100 14,475 15,434
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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