AoeStats
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Arabia

509244789Analyzed
4v4 RM · 5d ago on Sep 26, 2026· 49m 3s· 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
43 2,116 9:35 23:42 — ⛏ Fast Castle
43 2,130 9:24 26:43 39:04 ⚔ Archer Rush
39 1,926 9:30 20:36 35:54 ⚔ Scout Rush
36 1,778 11:35 24:20 — ⚔ Skirmisher Rush
35 1,720 11:11 21:52 40:15 ⚔ Scout Rush
30 1,469 10:03 23:04 35:57 ⚔ Skirmisher Rush
24 1,160 9:49 22:31 — ⚔ Skirmisher Rush
17 842 10:20 30:53 — ⚔ Skirmisher Rush

Resources

Player Food Wood Gold Stone Spent Collected
18,355 13,528 11,220 2,160 45,263 50,785
18,295 13,124 7,800 950 40,169 53,759
12,550 13,574 10,910 2,350 39,384 46,952
14,085 10,457 6,115 2,250 32,907 37,103
13,205 6,728 6,010 1,725 27,668 32,720
10,345 11,035 1,440 2,225 25,045 26,679
10,785 9,700 2,200 1,000 23,685 25,429
4,735 3,865 915 200 9,715 9,628
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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