AoeStats
← Tha_Kela

Arabia

510649162Analyzed
4v4 RM · 18h ago on Oct 2, 2026· 38m 26s· 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
46 1,773 9:46 25:49 — ⚔ M@A into Skirms
46 1,756 9:53 25:09 — ⚔ Scout Rush
43 1,637 10:42 18:40 — ⛏ Fast Castle
42 1,625 11:53 23:44 — ⚔ Scout Rush
35 1,353 10:43 25:30 — ⚔ Scout Rush
29 1,096 11:42 19:03 31:13 ⛏ Fast Castle
29 1,121 9:17 22:29 35:01 ⚔ Archer Rush
22 858 10:14 26:39 37:08 ⚔ Scout Rush

Resources

Player Food Wood Gold Stone Spent Collected
13,160 6,033 6,375 1,175 26,743 28,769
8,325 9,437 6,855 200 24,817 27,341
8,125 10,182 5,940 300 24,547 26,964
10,815 5,238 6,315 850 23,218 26,302
14,295 5,265 2,300 1,115 22,975 24,709
12,185 7,987 1,925 200 22,297 24,180
7,740 5,420 5,235 985 19,380 19,111
8,795 4,953 725 850 15,323 16,194
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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