AoeStats
← Maty

Arabia

510410953Analyzed
4v4 RM · 20h ago on Sep 30, 2026· 56m 49s· 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
75 4,236 8:31 21:49 40:38 ⚔ Archer Rush
73 4,140 7:49 21:12 41:07 ⚔ Scout Rush
59 3,379 9:19 28:56 45:07 ⚔ Scout Rush
47 2,675 8:54 20:41 37:55 ⚔ Scout Rush
44 2,504 9:44 26:11 47:16 ⚔ Archer Rush
40 2,255 8:56 20:00 35:09 ⛏ Fast Castle
23 1,306 9:18 22:09 42:34 ⚔ Scout Rush
6 323 9:35 — — ⚔ Archer Rush

Resources

Player Food Wood Gold Stone Spent Collected
33,625 22,984 19,220 4,485 80,314 84,581
31,440 19,918 19,280 3,025 73,663 77,563
19,640 28,634 20,275 4,490 73,039 80,871
41,335 22,972 6,600 2,105 73,012 77,613
24,555 13,093 23,340 850 61,838 62,495
25,210 21,157 6,465 3,685 56,517 66,285
17,830 18,941 7,280 1,110 45,161 49,190
1,950 1,225 320 0 3,495 4,896
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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