AoeStats
← 戳中之霸 DY能兒

Arabia

510346814Analyzed
4v4 RM · 8h ago on Sep 30, 2026· 29m 16s· 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
61 1,774 9:56 25:00 — ⚔ Scout Rush
60 1,761 8:27 23:26 — ⚔ Scout Rush
57 1,671 9:44 25:43 — ⚔ Archer Rush
57 1,675 9:57 23:29 — ⚔ Archer Rush
54 1,576 9:34 25:06 — ⚔ Scout Rush
52 1,522 8:47 24:00 — ⚔ Archer Rush
45 1,330 10:55 — — ⚔ Archer Rush
44 1,282 11:30 18:14 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
9,880 6,652 3,325 200 20,057 20,822
11,715 4,327 3,200 0 19,242 20,347
7,625 6,169 3,875 105 17,774 18,192
4,625 5,650 4,395 155 14,825 15,458
6,125 5,502 2,790 130 14,547 15,083
4,420 6,013 4,010 0 14,443 14,660
7,010 3,509 1,450 130 12,099 12,749
5,400 3,724 910 880 10,914 12,638
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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