AoeStats
← Khirs

Arabia

507512328Analyzed
4v4 RM · 13d ago on Sep 18, 2026· 42m 48s· 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
29 1,231 12:24 18:17 33:40 ⛏ Fast Castle
26 1,100 12:01 19:28 39:07 ⛏ Fast Castle
26 1,128 11:03 19:07 31:05 ⛏ Fast Castle
25 1,082 11:51 18:57 37:24 ⛏ Fast Castle
16 668 11:44 24:42 — ⚔ Archer Rush
14 607 12:26 19:10 36:28 ⛏ Fast Castle
12 513 11:46 25:42 —
6 241 12:56 22:27 — ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
19,230 12,645 10,395 1,550 43,820 48,841
20,195 10,730 8,570 1,175 40,670 45,799
16,190 11,944 6,535 765 35,434 46,862
12,780 6,390 6,220 2,900 28,290 29,871
10,920 3,530 4,645 1,500 20,595 22,419
8,450 8,375 2,850 750 20,425 24,482
9,280 6,085 1,790 1,000 18,155 21,852
5,465 3,303 490 875 10,133 11,115
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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