AoeStats
← [TAIDA] WH

Arabia

510537038Analyzed
4v4 RM · 9h ago on Oct 1, 2026· 30m 2s· 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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1365
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1321
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1300
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Player eAPM Actions Feudal Castle Imperial Opening
65 1,968 10:15 25:24 — ⚔ Scout Rush
64 1,911 8:35 22:12 — ⚔ Scout Rush
55 1,663 10:38 23:08 — ⚔ Archer Rush
49 1,471 8:33 22:57 — ⚔ Scout Rush
48 1,452 9:25 23:14 — ⚔ Archer Rush
47 1,414 9:26 27:57 — ⚔ Archers into Skirms
32 972 11:02 14:56 — ⛏ Fast Castle
29 867 9:18 23:57 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
6,535 7,412 3,675 205 17,827 18,427
8,775 5,643 2,435 100 16,953 17,453
8,710 4,515 2,390 100 15,715 17,292
7,650 3,998 2,480 1,500 15,628 16,912
5,785 5,825 2,700 875 15,185 16,301
7,085 3,736 1,905 125 12,851 14,470
6,930 4,466 920 350 12,666 12,992
4,840 5,242 1,785 125 11,992 12,970
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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