AoeStats
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Arabia

504912069Analyzed
4v4 RM · 24d ago on Sep 7, 2026· 34m 43s· 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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1103
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1051
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Player eAPM Actions Feudal Castle Imperial Opening
59 2,041 9:28 24:57 — ⚔ Archer Rush
52 1,818 9:28 25:52 — ⚔ Archer Rush
43 1,483 9:28 23:06 — ⚔ Scout Rush
30 1,042 10:06 27:09 — ⚔ Archer Rush
28 971 10:11 26:19 —
27 935 12:23 24:12 — ⚔ Archers into Skirms
22 780 9:32 29:14 — ⛏ Fast Castle
11 388 10:03 19:22 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
8,275 8,870 4,885 200 22,230 23,755
7,605 9,192 3,700 300 20,797 22,659
8,970 7,358 3,080 200 19,608 20,600
8,610 5,272 2,270 200 16,352 19,602
6,450 6,782 1,930 830 15,992 19,495
7,250 5,331 3,045 200 15,826 17,244
6,515 4,240 2,045 900 13,700 14,429
4,235 3,896 1,075 225 9,431 10,701
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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