AoeStats
← miguelon01

Arabia

507791385Analyzed
4v4 RM · 12d ago on Sep 19, 2026· 45m 21s· 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
64 2,884 9:06 22:31 44:12 ⚔ Archer Rush
63 2,835 11:32 16:30 36:19 ⛏ Fast Castle
38 1,708 8:30 19:56 — ⚔ Scout Rush
37 1,694 9:38 23:39 — ⚔ Archer Rush
33 1,511 10:17 25:52 — ⚔ Scout Rush
26 1,190 9:46 14:39 34:00 ⛏ Fast Castle
22 1,001 11:09 17:50 — ⛏ Fast Castle
20 914 11:58 — — ⚔ M@A into Towers

Resources

Player Food Wood Gold Stone Spent Collected
20,240 10,421 17,570 200 48,431 52,726
24,370 10,433 8,815 585 44,203 46,214
16,355 11,323 7,995 1,750 37,423 41,768
14,085 8,691 5,045 4,530 32,351 32,527
8,305 9,491 5,515 875 24,186 25,862
5,660 4,603 500 310 11,073 14,000
6,080 3,450 850 130 10,510 13,891
3,985 3,639 1,705 225 9,554 10,448
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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