AoeStats
← Tim-Tom1995

Arabia

503717806Analyzed
4v4 RM · 2mo ago on Sep 2, 2026· 37m 52s· 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
42 1,578 11:06 26:20 — ⚔ Archers into Skirms
34 1,294 10:25 24:33 — ⚔ Archer Rush
28 1,056 9:35 17:33 — ⛏ Fast Castle
27 1,024 10:58 18:00 — ⛏ Fast Castle
26 967 10:40 16:27 — ⛏ Fast Castle
19 712 9:52 19:30 — ⚔ Archer Rush
18 686 11:31 — — ⚔ Archers into Skirms
5 201 — — —

Resources

Player Food Wood Gold Stone Spent Collected
11,295 6,790 7,340 1,500 26,925 31,652
11,195 8,215 4,945 1,400 25,755 28,443
8,305 9,575 5,130 1,300 24,310 26,390
7,310 7,730 3,450 200 18,690 21,039
7,695 5,399 3,055 750 16,899 20,408
7,585 4,154 2,420 750 14,909 21,058
3,645 4,138 135 250 8,168 8,476
600 200 0 0 800 1,499
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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