AoeStats
← johnnyt27

Arabia

510626734Analyzed
4v4 RM · 21h ago on Oct 1, 2026· 51m 11s· 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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690
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676
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659
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511
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Player eAPM Actions Feudal Castle Imperial Opening
27 1,390 10:02 23:06 39:48 ⚔ Archer Rush
24 1,252 9:08 21:12 35:51 ⚔ Scout Rush
22 1,109 12:24 41:36 — ⚔ Scout Rush
16 814 11:42 26:07 —
15 756 10:52 45:55 —
15 773 14:19 21:32 42:50 ⚔ Skirmisher Rush
15 759 11:18 32:34 — ⚔ Tower Rush
12 632 15:41 28:19 — ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
22,725 15,245 11,110 1,750 50,830 57,796
14,695 11,575 7,525 1,210 35,005 39,533
15,930 12,295 2,845 1,500 32,570 41,266
12,240 7,840 1,790 3,125 24,995 27,459
9,140 8,720 5,950 750 24,560 31,463
8,205 6,457 2,955 1,140 18,757 19,558
7,360 5,075 2,250 750 15,435 29,418
6,805 5,085 1,200 1,330 14,420 16,357
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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