AoeStats
← Barba_Tiesa

Arabia

511031268Analyzed
4v4 RM · 4h ago on Oct 3, 2026· 32m 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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Player eAPM Actions Feudal Castle Imperial Opening
50 1,608 9:43 22:52 — ⚔ Scout Rush
40 1,284 9:51 27:07 — ⚔ Scout Rush
37 1,178 8:31 24:00 — ⚔ Scout Rush
34 1,079 9:23 25:55 — ⚔ M@A into Skirms
32 1,018 10:10 25:19 — ⚔ Archer Rush
32 1,028 9:51 23:19 — ⚔ Scout Rush
30 966 10:34 21:30 —
23 727 8:29 26:54 — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
10,945 5,305 4,295 425 20,970 21,567
9,825 5,456 3,575 300 19,156 19,848
10,335 4,858 2,745 200 18,138 19,445
7,000 6,515 1,275 385 15,175 16,915
7,405 4,984 855 950 14,194 14,795
7,795 3,966 2,195 0 13,956 15,990
4,950 5,570 2,090 200 12,810 15,477
4,450 4,524 2,855 200 12,029 12,655
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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