AoeStats
← Isgrom

Arabia

509540503Analyzed
4v4 RM · 4d ago on Sep 27, 2026· 68m 50s· 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
30 2,080 11:31 26:49 41:53
28 1,930 11:44 29:19 45:44 ⚔ M@A into Skirms
25 1,714 12:26 18:53 48:17 ⛏ Fast Castle
22 1,531 10:25 23:25 45:30 ⚔ Drush into Archers into Scouts
21 1,432 10:41 17:35 35:20 ⛏ Fast Castle
16 1,101 10:30 17:27 31:43 ⛏ Fast Castle
14 963 12:40 22:41 —
12 840 14:06 19:01 35:25 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
27,715 27,450 8,965 5,275 69,405 79,982
19,230 19,989 12,785 3,750 55,754 73,321
22,125 17,150 14,500 1,725 55,500 78,306
20,845 17,755 14,905 1,900 55,405 76,626
25,495 13,275 12,895 3,300 54,965 65,731
21,255 12,485 17,655 1,055 52,450 68,920
20,030 15,542 5,225 3,660 44,457 47,437
9,975 14,341 4,800 975 30,091 32,676
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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