AoeStats
← Red Calypso

Arabia

507392864Analyzed
4v4 RM · 14d ago on Sep 18, 2026· 54m 37s· 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 3,330 9:07 22:51 44:10 ⚔ Archer Rush
50 2,744 8:52 24:35 40:43 ⚔ Archer Rush
44 2,384 9:32 28:08 47:14 ⚔ Scout Rush
42 2,293 10:11 23:34 44:35 ⚔ Scout Rush
38 2,065 9:09 23:49 47:42 ⚔ Scout Rush
24 1,337 9:28 25:21 43:50 ⚔ Scout Rush
24 1,288 11:46 25:46 — ⚔ Skirmisher Rush
18 970 10:13 — — ⚔ Archers into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
36,390 16,325 22,885 1,670 77,270 79,714
32,415 16,237 18,045 2,440 69,137 69,865
31,675 15,223 19,190 1,775 67,863 78,273
26,455 11,244 15,720 2,250 55,669 59,978
17,705 20,562 13,460 1,800 53,527 57,714
15,485 22,907 5,950 3,010 47,352 49,196
14,850 16,995 13,530 1,500 46,875 54,408
4,080 4,695 2,620 250 11,645 12,649
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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