AoeStats
← Rey_Mono86

Arabia

503755820Analyzed
4v4 RM · 2mo ago on Sep 2, 2026· 37m 0s· 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
39 1,442 8:54 21:02 — ⚔ Scout Rush
34 1,252 10:35 23:38 34:33 ⚔ Archer Rush
32 1,192 9:54 22:16 33:11
31 1,144 10:09 23:26 — ⚔ Scout Rush
31 1,136 10:21 15:40 — ⛏ Fast Castle
30 1,127 9:53 16:14 — ⛏ Fast Castle
23 867 10:54 27:15 — ⚔ Scout Rush
22 812 11:11 16:40 34:45 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
16,015 8,892 5,075 950 30,932 33,265
14,845 6,535 3,920 585 25,885 28,009
10,540 7,302 5,890 850 24,582 28,710
11,840 8,354 2,895 1,050 24,139 26,580
8,765 8,359 3,465 1,590 22,179 22,954
10,310 6,997 3,260 1,035 21,602 23,363
10,085 6,045 3,275 1,525 20,930 22,711
10,740 4,732 2,195 200 17,867 19,588
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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