AoeStats
← Khirs

Arabia

507517958Analyzed
4v4 RM · 13d ago on Sep 18, 2026· 24m 51s· 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
39 972 12:35 — — ⚔ Archer Rush
24 587 11:19 18:33 — ⛏ Fast Castle
22 545 10:20 16:25 — ⛏ Fast Castle
21 527 11:37 23:10 — ⚔ Scouts into Archers
16 405 12:00 19:50 — ⛏ Fast Castle
16 406 13:40 24:40 —
9 219 13:20 23:33 — ⚔ Archer Rush
1 32 — — —

Resources

Player Food Wood Gold Stone Spent Collected
5,905 7,200 1,100 230 14,435 15,496
6,060 4,365 725 300 11,450 12,481
4,800 3,400 1,075 0 9,275 10,525
5,075 3,400 505 240 9,220 12,365
4,600 3,331 635 130 8,696 9,740
4,185 2,922 685 195 7,987 9,399
3,820 2,830 450 0 7,100 10,466
750 0 50 0 800 1,040
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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