AoeStats
← Le Marquis

Arabia

507837385Analyzed
4v4 RM · 11d ago on Sep 19, 2026· 50m 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 2,302 12:03 24:17 47:03
44 2,204 10:01 25:56 — ⚔ Scout Rush
29 1,442 11:41 23:35 36:24
26 1,332 9:26 23:57 37:48 ⛏ Fast Castle
25 1,250 9:26 21:54 38:03 ⚔ Archer Rush
24 1,201 11:29 22:29 36:42 ⚔ Archer Rush
18 915 11:41 17:20 35:19 ⛏ Fast Castle
14 714 10:42 21:48 — ⚔ Scouts into Skirms

Resources

Player Food Wood Gold Stone Spent Collected
19,370 21,504 10,585 2,285 53,744 58,240
23,525 12,930 12,365 850 49,670 58,681
23,600 13,028 6,135 975 43,738 45,540
18,800 14,130 5,575 1,530 40,035 43,131
12,195 14,547 8,855 3,050 38,647 43,568
15,850 9,572 7,425 1,400 34,247 37,282
13,690 11,253 4,305 685 29,933 32,937
9,400 9,007 3,135 2,700 24,242 26,776
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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