AoeStats
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Arabia

513774666Analyzed
4v4 RM · 8d ago on Oct 15, 2026· 14m 1s· 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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vs
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1155
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Player eAPM Actions Feudal Castle Imperial Opening
72 1,006 8:53 — — ⚔ Archer Rush
62 867 9:00 — — ⚔ Champi Rush
59 828 8:40 — — ⚔ Scout Rush
50 700 9:29 — — ⚔ Archer Rush
50 704 9:13 — — ⚔ Scout Rush
49 689 8:48 — — ⚔ Scout Rush
46 651 10:19 — — ⚔ Archer Rush
42 591 8:55 — —

Resources

Player Food Wood Gold Stone Spent Collected
2,500 1,968 865 0 5,333 5,212
3,140 1,660 460 0 5,260 5,324
2,635 1,812 770 0 5,217 5,147
2,535 1,682 590 0 4,807 4,678
2,835 1,749 50 0 4,634 4,520
2,585 1,773 50 0 4,408 4,610
2,715 1,642 50 0 4,407 4,353
2,440 1,565 95 125 4,225 4,442
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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