AoeStats
← Aioria

Arabia

503742891Analyzed
4v4 RM · 8d ago on Sep 2, 2026· 66m 13s· 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
50 3,307 9:07 21:10 37:22 ⚔ Scout Rush
44 2,913 10:03 26:08 45:33 ⚔ Archer Rush
42 2,781 9:33 21:35 40:46 ⚔ Scout Rush
35 2,306 10:15 24:21 40:23 ⚔ Archer Rush
28 1,882 9:32 23:20 48:27 ⚔ Scout Rush
25 1,688 10:19 28:56 ⚔ Archer Rush
23 1,546 9:23 24:27 35:53 ⚔ Archer Rush
21 1,402 10:29 19:43 37:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
22,595 24,128 20,940 2,060 69,723 97,651
32,465 11,017 23,925 950 68,357 86,733
31,300 14,198 17,845 2,360 65,703 108,669
27,890 17,010 8,810 1,705 55,415 58,131
27,380 15,985 5,030 5,400 53,795 56,953
13,275 19,403 9,805 2,750 45,233 47,403
17,250 14,728 11,480 1,700 45,158 81,586
9,760 13,918 4,545 1,230 29,453 30,665
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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